Releases: signorpipo/wle-pp
Releases · signorpipo/wle-pp
v0.7.6
New:
- Support for WLE 1.2.X
- The component logic has been moved from
start
/onDestroy
toonActivate
/onDeactivate
to support the new scene switch feature- This means you might have some issues when updating to the new
PP
version due to some globals not being ready yet, and you need to delay their use to when they will be available (usually on the first update)
- This means you might have some issues when updating to the new
Edit:
- Changed
ObjectUtils.addObject
toObjectUtils.addChild
- Lots of locomotion changes and improvements
- Since some params have changed names (too many to list them sorry <3), you might need to check your locomotion setup to be sure you are not missing anything
- by default the locomotion component is already properly setup
v0.7.3
New:
- Support for WLE 1.2.X
- The component logic has been moved from
start
/onDestroy
toonActivate
/onDeactivate
to support the new scene switch feature- This means you might have some issues when updating to the new
PP
version due to some globals not being ready yet, and you need to delay their use to when they will be available (usually on the first update)
- This means you might have some issues when updating to the new
Edit:
- Changed
ObjectUtils.addObject
toObjectUtils.addChild
- Lots of locomotion changes and improvements
- Since some params have changed names (too many to list them sorry <3), you might need to check your locomotion setup to be sure you are not missing anything
- by default the locomotion component is already properly setup
v0.6.17
New:
- Typescript support
- The library is finally compatible with typescript
- It's a work in progress, so not all files have been converted yet
- Type extensions are now typed, so you can do
this.object.pp_setPositionLocal
and typescript will be able to type that
- Added
pp-cursor-button
to make an object work like a 3D button that can be clicked with the cursor and is also animated - Added
AnimatedNumber
which lets you easily specify an initial and a target value that will be reached over time - Added
OverlapCursorComponent
which works by pressing a button when it overlaps it's collider (FingerCursorComponent
is an example of this)
Edit:
SceneUtils
,getScene
and the scene extension have been removed- You can still do
Globals.getRootObject()
to perform all sort of scene searches - The root is, by default, the
Scene
object, so you can't anymore do "true" root searches due to how the Wonderland Engine is going to manage scene roots- Be careful to put every object inside the
Scene
object if you want to be able to find it through theGlobals.getRootObject()
object - You can specify a different
Root
object on thepp-gateway
component
- Be careful to put every object inside the
- You can still do
- The Grab & Throw now also works with the tracked hand pinch gesture
- Improved the
pp-finger-cursor
component - Changed
CloneParams
toObjectCloneParams
- You can now specify if the raycast should or not trigger with
RaycastParams
- Locomotion improvements and fixes
- Virtual Gamepad buttons can now be mapped to any Gamepad button
v0.6.16
New:
- Typescript support
- The library is finally compatible with typescript
- It's a work in progress, so not all files have been converted yet
- Type extensions are now typed, so you can do
this.object.pp_setPositionLocal
and typescript will be able to type that
- Added
pp-cursor-button
to make an object work like a 3D button that can be clicked with the cursor and is also animated - Added
AnimatedNumber
which lets you easily specify an initial and a target value that will be reached over time - Added
OverlapCursorComponent
which works by pressing a button when it overlaps it's collider (FingerCursorComponent
is an example of this)
Edit:
SceneUtils
,getScene
and the scene extension have been removed- You can still do
Globals.getRootObject()
to perform all sort of scene searches - The root is, by default, the
Scene
object, so you can't anymore do "true" root searches due to how the Wonderland Engine is going to manage scene roots- Be careful to put every object inside the
Scene
object if you want to be able to find it through theGlobals.getRootObject()
object - You can specify a different
Root
object on thepp-gateway
component
- Be careful to put every object inside the
- You can still do
- The Grab & Throw now also works with the tracked hand pinch gesture
- Improved the
pp-finger-cursor
component - Changed
CloneParams
toObjectCloneParams
- You can now specify if the raycast should it or not triggers with
RaycastParams
- Locomotion improvements and fixes
v0.6.7
New:
- Typescript support
- The library is finally compatible with typescript
- It's a work in progress, so not all files have been converted yet
- Type extensions are now typed, so you can do
this.object.pp_setPositionLocal
and typescript will be able to type that- Not all extensions have been converted yet
- Added
pp-cursor-button
to make an object work like a 3D button that can be clicked with the cursor and is also animated - Added
AnimatedNumber
which lets you easily specify an initial and a target value that will be reached over time
Edit:
SceneUtils
,getScene
and the scene extension have been removed- You can still do
Globals.getRootObject()
to perform all sort of scene searches - The root is, by default, the
Scene
object, so you can't anymore do "true" root searches due to how the Wonderland Engine is going to manage scene roots- Be careful to put every object inside the
Scene
object if you want to be able to find it through theGlobals.getRootObject()
object - You can specify a different
Root
object on thepp-gateway
component
- Be careful to put every object inside the
- You can still do
- The Grab & Throw now also works with the tracked hand pinch gesture
- Improved the
pp-finger-cursor
component
v0.6.6
New:
- Typescript support
- The library is finally compatible with typescript
- It's a work in progress, so not all files have been converted yet
- Type extensions are now typed, so you can do
this.object.pp_setPositionLocal
and typescript will be able to type that- Not all extensions have been converted yet
- Added
pp-cursor-button
to make an object work like a 3D button that can be clicked with the cursor and is also animated - Added
AnimatedNumber
which lets you easily specify an initial and a target value that will be reached over time
Edit:
SceneUtils
,getScene
and the scene extension have been removed- You can still do
Globals.getRootObject()
to perform all sort of scene searches - The root is, by default, the
Scene
object, so you can't anymore do "true" root searches due to how the Wonderland Engine is going to manage scene roots- Be careful to put every object inside the
Scene
object if you want to be able to find it through theGlobals.getRootObject()
object - You can specify a different
Root
object on thepp-gateway
component
- Be careful to put every object inside the
- You can still do
- The Grab & Throw now also works with the tracked hand pinch gesture
- Improved the
pp-finger-cursor
component
v0.6.2
New:
- Typescript support
- The library is finally compatible with typescript
- It's a work in progress, so not all files have been converted yet
- Type extensions are now typed, so you can do
this.object.pp_setPositionLocal
and typescript will be able to type that- Not all extensions have been converted yet
Edit:
SceneUtils
,getScene
and the scene extension have been removed- You can still do
Globals.getRootObject()
to perform all sort of scene searches - The root is, by default, the
Scene
object, so you can't anymore do "true" root searches due to how the Wonderland Engine is going to manage scene roots- Be careful to put every object inside the
Scene
object if you want to be able to find it through theGlobals.getRootObject()
object - You can specify a different
Root
object on thepp-gateway
component
- Be careful to put every object inside the
- You can still do
v0.6.0
New:
- Typescript support
- The library is finally compatible with typescript
- It's a work in progress, so not all files have been converted yet
- Type extensions are now typed, so you can do
this.object.pp_setPositionLocal
and typescript will be able to type that- Not all extensions have been converted yet
Edit:
SceneUtils
and the scene extension have been removed- You can still do
Globals.getRootObject()
to perform all sort of scene searches
- You can still do
v0.5.2
New:
- Support WLE default
object.clone
throughObjectUtils.clone
Edit:
- Bug fixing and adjustments
- Performance and memory improvements
- Fix eslint errors
v0.4.4
Edit:
- Bug fixing and adjustments