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CHANGELOG.md

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Change Log

All notable changes to this project will be documented in this file. This project adheres to Semantic Versioning.

2.12.1 - 2018-06-23

Fixed

  • ViveGrip_ControllerHandler now finds Device() after Start

2.12.0 - 2018-05-10

Added

  • ViveGrip_Grabbable.AttachedGripPoints()
  • ViveGrip_Grabber.RebuildJoint()

Changed

  • Updated documentation (SteamVR supports WinMR now)

2.11.1 - 2018-02-08

Added

  • Support for Unity 2017.3
  • Support for SteamVR v1.2.3

Removed

  • ViveGrip_Object highlighting OnEnable()

Fixed

  • Handling Destroy() interference in ViveGrip_TouchDetection loop
  • Repeat objects in ViveGrip_TouchDetection

2.11.0 - 2017-06-28

Added

  • ViveGrip_HighlightEffect for custom highlight effects
  • ViveGrip_TintEffect and ViveGrip_TintChildrenEffect
  • Composite Toy in the demo scene
  • Teleporter in the demo scene

Changed

  • Overhauled ViveGrip_Highlighter and adjacent code
  • Grabbables and Interactables now subclass a ViveGrip_Object class
  • ViveGripExample_Manager lets you change the highlight effects scene-wide at runtime

Fixed

  • Highlighting no longer fall apart when there's no Renderer on an Object
  • Highlighting now accounts for multiple controllers being used at once
  • Tint highlighting works with transparency

2.10.0 - 2017-06-10

Added

  • Support for SteamVR's Interaction System
  • A variable to disable the highlight on a grabbable or interactable from the Inspector
  • API documentation for grabbables and interactables
  • An example Manager class

Changed

  • TrackedObject() was moved to ViveGrip_ControllerHandler
  • TrackedObject() on ViveGrip_GripPoint will stop working in the next version
  • A more natural example hand grip for Oculus Touch

2.9.1 - 2017-06-01

Fixed

  • ViveGrip_ControllerHandler.Pressed now only triggers once for ViveInput.Both

2.9.0 - 2017-05-31

Changed

  • "grab" and "interact" are now proper enums instead of strings
  • Exposed ViveGrip_GripPoint.GRIP_SPHERE_NAME
  • ViveGrip_ControllerHandler grab and interact variable names and options

2.8.1 - 2017-04-22

Fixed

  • Controllers not showing up because of a SteamVR bug

Changed

  • Exposed the ViveGrip_JointFactory drive multipliers as public

2.8.0 - 2017-03-12

Added

2.7.0 - 2017-02-20

Changed

  • ViveGrip_GripPoint.controller.Vibrate(int milliseconds, float strength [0.0-1.0])
  • Minor code improvements

Added

  • ViveGrip_GripPoint.UpdateRadius(float touch, float hold)

2.6.1 - 2017-01-10

Fixed

  • ViveGrip_ControllerHandler.Device() will return null when the device isn't ready

2.6.0 - 2016-11-11

Added

  • ViveGrip_EventBridge lets you connect methods to Vive Grip events through the Inspector
  • The Switch example to show off the Event Bridge
  • The Extension Cube example to show off extending grabbing and highlighting in code

Fixed

  • Core Vive Grip scripts now obey Unity's enabled flags

Changed

  • Moved releases to their own directory
  • Tweaked the documentation

2.5.0 - 2016-09-10

Added

  • API.md to try to map out all the bits whether they have examples or not
  • Links to the tutorial videos in the README

Changed

  • Made gripPoint.controller.Device() public for ease of use

Fixed

  • Converted errant tabs into spaces

2.4.0 - 2016-08-14

Changed

  • ViveGrip_GripPoint is now solely responsible for messaging instead of acting on state change
  • Moved the tint color to ViveGrip_Highlighter

Added

  • ViveGripHighlightStart and ViveGripHighlightStop
  • ViveGrip_Grabber now does the grabbing functionality that the grip point used to do
  • EXTENSIONS.md and example extensions to better explain how event messaging works

Fixed

  • Don't add a highlighter if there's no renderer to work with

2.3.0 - 2016-07-16

Added

  • A floating capsule example to show off snap zone functionality

2.2.0 - 2016-07-14

Added

  • Grip spheres now inherit the layer of the grip point that spawns them, enabling better collision control
  • gripPoint.HeldObject() to get the held GameObject
  • gripPoint.ToggleGrab() to grab and release in script
  • A tar ball example to show off grab toggling

Fixed

  • Clean up a few grip point variables

2.1.1 - 2016-07-08

Fixed

  • Build no longer breaks on import UnityEditor

2.1.0 - 2016-07-03

Added

  • Door example

Fixed

  • Cleaned up repeated ViveGrip_JointFactory code

Changed

  • Decreased the grip position and rotation strength by half (update your object mass!)

2.0.0 - 2016-06-28

Fixed

  • Objects will highlight when letting go of them
  • Example hand will animate properly during edge cases

Changed

  • ViveGripHighlight* methods renamed to ViveGripTouch* (update your scripts!)
  • Increased the grip position and rotation strength by x10 (update your object mass!)
  • Reworked the variables and defaults for ViveGrip_Grabbable to be clearer and more useful (update your grabbables!)
  • Rewrote and improved large parts of documentation

1.2.0 - 2016-06-11

Changed

  • ViveGripInteractionHeld is now ViveGripInteractionStop (update your scripts!)
  • All ViveGripXStart and ViveGripXStop scripts pass in the calling ViveGrip_GripPoint object

Added

  • Messages to the tracked object and all children:
    • ViveGripHighlightStart and ViveGripHighlightStop
    • ViveGripGrabStart and ViveGripGrabStop
  • Example hands and documentation
  • "None" button option that maps to nothing
  • gripPoint.controller and ViveGrip_ControllerHandler.Vibrate(milliseconds, strength)

Fixed

  • Honouring the .enabled flag on grabbable and interactable scripts

1.1.0 - 2016-06-03

Fixed

  • Anchors were secretly kind of broken
  • Letting go of the grip will no longer grab
  • General code improvements

Changed

  • Updated to SteamVR Plugin v1.1.0

Added

  • Trackpad to ViveGrip_ButtonManager inputs
  • Snapping to a grabbable's anchor can now be toggled
  • Added a Gizmo icon to grabbable anchors

1.0.2 - 2016-05-11

Fixed

  • Namespaced the Example scripts so they don't conflict with your stuff

1.0.1 - 2016-05-07

Fixed

  • "Sticky grip" when releasing outside the touch radius

1.0.0 - 2016-04-31

Added

  • Grabbables
  • Interactables
  • Demo scene
  • Documentation