v1.3.0
WebXR immersive session and hand tracking fixes!
Sponsor A-Frame to help us move the 3D Web forward.
You can also buy a cool t-shirt 👕
Major Changes
- Update to THREE r137 (@dmarcos)
Fixes
- Don't try to use hit test in VR. API only available in AR mode (#5005) (@AdaRoseCannon)
- Fix canvas size calculation on embedded mode (fix #4911) (@s-light)
- Fix reference space for WebXR Layers (#4991)
- Fix problem when material map doesn't reflect the
offset
andrepeat
properties set viasetAttribute
(#4985) (@diarmidmackenzie @arturitu) - More robust
componentchanged
event. We were skipping the last component state transition event during a component change burst if last modification happens within throttle interval. (fix #4972) (@diarmidmackenzie @dmarcos) - Emit
mouseenter
,mouseleave
,click
cursor events component when order of intersected entities changes (fix #4978) (@diarmidmackenzie @dmarcos) - Prevent render loop to start before the camera is ready (#4967) (@wtodd1)
- Fix mouse based cursor entity intersection when used with ortographic camera (#4935) (@kfarr)
- Fix wrapping on distortion maps (#4932) (@AdaRoseCannon)
- Remove checks to prompt the user to switch to mobile mode on mobile browsers disguised as desktop (e.g: iPad) Browsers now ship with DeviceOrientationEvent API enabled. (fix #4798) (@PlumCantaloupe @dmarcos)
- Adds support for glTF models compressed with EXT_meshopt_compression (#4910) (@donmccurdy)
- Add missing dependency to fix 360 image gallery example fade animation (#4896) (@vincentmi)
- Fix hand model to accommodate changes in the hand tracking API implementation (66e0c62) (@dmarcos)
- Fix hit-test logic on model-viewer example (db63302) (@dmarcos)
- Fix SDF text shader for WebGL1 devices (fix #4827) (@Dirk-27)
- Replace SphericalReflectionMapping (now deprecated in THREE) with EquirectangularReflectionMapping (fix #4818) ( @diarmidmackenzie)
- Automatic generation of environment map (#4797) (@AdaRoseCannon)
- Fix copy in device orientation permission dialog (#4794) (@antoninklopp)
Enhancements
- Add phong shader to material component (#5001) (@AdaRoseCannon)
- Allow newer npm version in package.json (#4870) (@cwadrupldijjit)
- Add support for AR hit-test for Augmented Reality headsets and handsets (#4892) (@AdaRoseCannon)
- Add some default styling to WebXR DOM-Overlay (#4901) (@AdaRoseCannon)
- Add some default styling to DOM-Overlay (#4901) (@AdaRoseCannon)
- Integrate WebXR background lighting estimation API and environment maps for AR scenes (#4890) (@AdaRoseCannon)
- Use THREE.Cache API with a-assets.js (#4864) (@takahirox)
- Add Reverb G2 Support (#4845) (@zach-capalbo)
- Remove workaround to match Vive profile id with the one returned by Chrome. Chrome is now reporting the id matching the official WebXR profile (fix #4846) (@juliusikkala, @dmarcos)
- Replace live-server by five-server (#4836) (@yandeu)
- Add sRGB encoding to perspective screenshot (#4822) (@kfarr)
- Add registerShader texture example (#4795) (@mordof)
- Docs improvements (@epic-developer @jacob-willden @barthy-koeln @vincentfretin @RobinMglsk @a0m0rajab @kfarr @technobotanist @cao-jacky @schmelto @jlecordier @oneWaveAdrian @danbuckland @diarmidmackenzie @dmarcos)