NEW HVR 2.9.1f

This commit is contained in:
2023-03-25 03:17:58 +03:00
parent f0bf64ed45
commit 91acc4d728
243 changed files with 16657 additions and 11137 deletions
@@ -1,3 +1,106 @@
2.9.1f
Added Pico device detection for controller offsets.
Fixed HVRStringSocketFilter / HVRStringSocketable filtering pair.
Fixed shoulder socket not working when moving forward.
2.9.1e
HVRGrabbable: new overridable function CanHandGrab for grab filtering.
HVRHandGrabFilter - abstract base class for modular hand grab filtering
HVRGrabHandFilter - new component for hvrgrabbable to limit which hand can grab
Example scene updated for grab hand filter
2.9.1
Fixed bug where the grab joint might end up on the wrong game object if the grabbable was a child of the rigidbody.
Fixed player controller to take into account the angle of the surface the player is standing on.
Fixed bug where child grabbables could be grabbed if their MasterGrabbable was socketed.
Added backpack rigs to hexabody integration.
Fix Oculus and WMR menu button bindings for OpenXR
Fix HVRCockingHandle to handle initial grab offset better
Hand Strength Updates:
JointSettings on the hand and grabbable components are now deprecated, they will continue to work but will be removed in a future update.
PDStrength scriptable object is the replacement containing only the fields that are pertinent to the PD Controlled hands.
Fields that reference an existing PDStrength asset will display the editor in place for quick editing.
The following fields are added to replace the old ones:
HVRJointHand.Strength
HVRHexaBodyHands.Strength|OneHandedClimbStrength|TwoHandedClimbStrength
HVRGrabbable.OneHandStrength|TwoHandStrength
Included rig and hand prefabs are updated.
Teleporter: Momentum is now maintained for the hands and held objects when teleporting.
Physics hands now account for teleporter jumping large distances.
HVRSocketLink:
Permanently links a grabbable to a socket with optional return time lerping.
Replaces the now deprecated grabbable fields StartingSocket/LinkStartingSocket.
Filter setup is not required as the socket will only accept the linked object.
Example scene updated with socket example. Backpack on rig prefab updated.
HVRSocket: all rb properties restored when RemoveRigidbody mode is used.
HVRPlayerInputs: ForceGrabber activated options updated with GripAndTrigger, Trigger, GripOrTrigger.
HVRHandImpactHaptics: MaxForce used in haptic amplitude calculation will default to the hand's max force value.
HVRGunBase: added hit collider, rigidbody, and distance to the arguments passed to the Hit event.
HVRStringSocketFilter and HVRStringSocketable updated to hash it's string value for performance.
HVRPlayerController:
- Added GroundedRadiusFactor which will multiply with the player capsules radius for the grounded sphere cast check.
- Horizontal ground movement will take into consideration the angle of the ground the player is on.
2.9
Fixed grab indicators showing up even if they were marked disabled on the HVRGrabbable.
Fixed issue where CockingHandle would not lock forward if the controller was too far forward of the grab point.
Added HVRPoseZone: Uses a provided HVRHandPoser to pose the hand when the hand enters the overlap zone.
Demo KeyPad updated with a pose zone example.
HVRSocket: New 'PoseTag' field which links with HVRSocketable Poses field for saving orientation when socketed.
HVRSocketable: New Poses field with inspector interface to help save orientations for different socket types.
HVRGunBase: Added Hit event which passes the gun, hitpoint, normal, and direction variables.
HVRHandAnimator: Added 'HandOverride' transform field, allows HVRPosableHand component to be on a different component. VRIK IK targets is one example.
Bow: Fixed hand collision being re-enabled to early with the arrow.
Hand Prefabs: Added trigger collider with HVRHandTrigger component for easy hand detection by other components (HVRPoseZone).
Example Shotgun: modified two hand hold strengths to prevent forehand from moving the shotgun backward to easily.
2.8.7-2.8.8
Fixed hands ignoring collision with each other on the tech demo rig.
Fixed knuckles controllers grip hand animation when using OpenXR.
Fixed physics door not checking if second handle exists.
Fixed socketable throwing null error if instantiated and socketed in the same frame.
Fixed Camera Rig ignoring debug setting for up/down arrow if only the new input system was enabled.
Removed RemainsKinematic from HVRGrabbable and snapshotting/restoring of IsKinematic during the grab procedure. Users should use
grabbed and released events for this from now on for full control of this field without framework interference.
Auto Posing in editor mode randomly has issues when colliders are attached to a rigidbody, the hand poser editor will warn users of this now.
2.8.6
Fixed wheel collider line of sight check and dynamic pose
Fixed bug where force pull would not re-enable collision with the hand if dropped before it reached the hand.
Fixed IsBeingForcedGrabbed not being set to false on a successfull force pull to the hand.
Fixed HVRPhysicsDoor joint anchor not being set to zero sometimes
Fixed null coroutine error on HVRGrabbable if object was disabled prior to being released.
Fixed obsolete api call in hand poser editor in 2021.2 and up.
HVRPhysicsDoor upgraded to allow two door handles. Example scene swinging door updated with two separate handles. Web Docs updated.
Custom Hand Setup Wizard completed with tutorial in the web docs.
Virtualized HVRUIPointer methods.
Hand Posing now only works in scene view, prefab mode has issues when posing, a warning will display to alert the user.
Added new demo scene showing how to use hand animation parameters - 'scene_hand_squeeze'
Added commentary and tooltips to several helper components that were missing them.
2.8.5
Fixed an issue where socketed objects would scale differently based on it's rotation prior to being socketed due to AABB sizing.
Fixed trigger colliders being deleted on the ClonedHandModel process.
CloneHandModel defaulted to false on included hand prefabs as ParentHandModel is defaulted to false on new grabbable objects.
2.8.4
Fixed an issue with the version update check logic that was refreshing the asset database after compiles.