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@bjornbytes bjornbytes released this 14 Feb 21:56

Community

Framework

Add:

  • Add an Android port, with official support for the Oculus Go and Gear VR.
  • Add support for the Oculus Desktop SDK (LibOVR).
  • Add automatic batching and instancing of draw calls.
  • Add vec3, mat4, quat, and Pool objects to lovr.math.
  • Add support for Vive trackers (they are exposed as Controllers).
  • Add go and gear HeadsetTypes.
  • Add oculus and oculusmobile HeadsetDrivers.
  • Add the lovr.mirror callback for custom rendering to the desktop window.
  • Add Controller:getVelocity and Controller:getAngularVelocity.
  • Add Curve objects for working with Bézier curves.
  • Add Canvas:getDepthTexture.
  • Add lovr.headset.getBoundsGeometry (again).
  • Add lovr.headset.getMirrorTexture.
  • Add lovr.graphics.discard.
  • Add lovr.graphics.flush.
  • Add lovr.graphics.setAlphaSampling and lovr.graphics.getAlphaSampling.
  • Add lovr.graphics.setProjection.
  • Add lovr.graphics.getPixelDensity.
  • Add lovr.graphics.hasWindow.
  • Add ubyte, short, ushort, and uint types for Mesh attributes.
  • Add Font:hasGlyphs.
  • Add Font:getRasterizer.
  • Add Font:isFlipEnabled and Font:setFlipEnabled.
  • Add ShaderBlock:read.
  • Add lovr.filesystem.getApplicationId.
  • Add the --root command line argument to run a project from a directory inside an archive.
  • Add a default HTML file used in the emscripten build, so you don't need to write it yourself.

Change:

  • Change API functions to accept vectors and matrices in addition to numbers, where relevant.
  • Change some matrix and vector math functions to use SIMD intrinsics.
  • Change lovr.headset.setMirrored and the t.headset.mirrored conf.lua flag to take a HeadsetEye.
  • Change the mirror window to use the currently active color and shader.
  • Change lovr.graphics.setBlendMode to accept nil to disable blending.
  • Change lovr.graphics.triangle to take multiple triangles to draw.
  • Change lovr.graphics.cylinder to take position, rotation, and scale (length) arguments.
  • Change lovr.graphics.newShaderBlock to take a BlockType instead of a writable flag.
  • Change lovr.graphics.newMesh and lovr.graphics.newShaderBlock to accept a readable flag.
  • Change lovr.graphics.fill to accept a subregion of the input Texture to use.
  • Change emissive colors in Materials to default to black instead of white.
  • Change lovr.graphics.getSystemLimits to return the maximum ShaderBlock size (blocksize).
  • Change lovr.filesystem.mount to accept a path inside the archive to mount.
  • Change the depth flag of lovr.graphics.newCanvas to additionally accept a table with format and readable keys for creating a Canvas with a readable depth buffer.
  • Change Animator functions to accept both animation names and indices.
  • Change DrawMode to DrawStyle and MeshDrawMode to DrawMode (enum values are unchanged).
  • Change DepthFormat to be merged into TextureFormat (enum values are unchanged).
  • Change lovr.graphics.newCanvas to create Textures with the clamp TextureWrap.
  • Change Font:setPixelDensity to accept nil to reset the density to the default.
  • Change the computeshaders graphics feature to compute.
  • Change the default font to Varela Round.
  • Change lovr.getOS to return Android on Android.
  • Change build system to be more modular and configurable. Modules can be individually included or excluded, and it's possible to choose whether to use libraries already on the system or compile them from the deps folder.

Fix:

  • Fix a bug where lovr.filesystem.unmount was not exposed.
  • Fix a memory corruption when using Channel:peek.
  • Fix a bug where Microphones wouldn't clean up properly when they were destroyed.
  • Fix fonts to render tabs as four spaces instead of...whatever they were doing.

Remove:

  • Remove Transform objects (use mat4 instead).
  • Remove support for importing FBX models (fbx2gltf can be used to convert to glTF).
  • Remove VertexData.
  • Remove most of the ModelData API.
  • Remove Model:getMesh.
  • Remove replace BlendMode.
  • Remove Mesh:drawInstanced and Model:drawInstanced (draw takes an instance count now).
  • Remove lovr.headset.setMirrored, lovr.headset.isMirrored, and the t.headset.mirror flag.
  • Remove variant of lovr.headset.getPose (and getPosition/getOrientation) that took a HeadsetEye.
  • Remove ShaderBlock:isWritable (use ShaderBlock:getType).
  • Remove Canvas:getDepthFormat (use Canvas:getDepthTexture instead).