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Releases: microsoft/mixed-reality-extension-sdk

MRE v0.21 - MP3 Audio Format Support

08 Apr 17:57
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Pre-release

Features

Sound type for MP3 Support (#741)

Bug Fixes

Actor will properly receive default ownership when authoritative user is assigned (#744)
Actors with orphaned ownership will properly update upon new authoritative user (#743)
Fix for transform subscriptions when actor is an attachment (#745)
button-behavior test V0: Reacts differently to quick clicks and long presses (#725)
Don't sync transforms of grabbed exclusive actors (#737)

MRE v0.20 - Physics, Permissions

11 Aug 16:46
8ab221d
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Features

  • When defining groups for visibility masking, you can now define groups by who is not in it in addition to who is. (#608)
  • Require that MREs request permission from the user before interacting with that user. This applies to behaviors, attachments, exclusive actors, and user prompts. (#606)
  • Greatly improved rigid body synchronization. (#652)

Bug Fixes

  • Fix bug with importing the SDK on certain versions of TypeScript. (#657)

MRE v0.19 - Updated Button Behavior, Asset Caching, and Bug Fixes

03 Jun 22:03
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Features

  • Added in ability to get hover and button cursor points through button events (#592 )

Bug Fixes

  • Updated Openode Deployment (#587)
  • Fix new prefab children of exclusive roots (#597)
  • Add more detail to docs for Actor.CreateFromLibrary (#589)
  • Fix linting warning and mark pen and tool hidden (#582)
  • More efficiently reuse assets shared between MRE instances

MRE v0.18.0 - New fonts, bug fixes

06 May 01:02
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Features

  • Add more font types (#537)

Bug Fixes

  • Support conditional request headers for static files and buffers (#563)
  • Fix sync for videostream when duration is 0 (live video/audio) (#569)
  • Add some new physics tests (#541)
  • Sync animation updates in create calls (#545)
  • Fix for grab sync. Fixes #538 (#539)

MRE v0.17.0 - Animations Refresh Part 2

23 Apr 03:57
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Features

  • (#532) Introducing the new animation engine! This comes with several major changes:
    • Animation keyframe data is now stored in a new asset type: AnimationData. This data can be reused by multiple animations simultaneously. Unity animations do not go through this system, so some features will not be available for glTF or library actor animations.
    • Animation data may now animate multiple actors together in one animation.
    • actor.createAnimation has been replaced with assetContainer.createAnimationData and animationData.bind.
    • actor.animateTo has been replaced by Animation.AnimateTo.

MRE v0.16.0 - ID Type, Grid Layout, Emissive Materials

10 Mar 21:47
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Features

  • Add a utility to lay out actors in a grid: MRE.PlanarGridLayout. Add actors to cells with addCell, and automatically set each actor's position with applyLayout(). (#492)
  • Add an emissiveColor and emissiveTexture to materials, for those of you that don't want lighting on your objects. (#496)

Bug Fixes

  • Fix edge case where object-spawned has unknown actors. (#490)
  • Fix test play/pause state in the functional tests. (#491)

Housekeeping

  • Convert all our IDs from strings to validated GUIDs. This means that if you store actor, asset, or user IDs in your app, you will need to change the type from string to MRE.Guid. Since classes can't be keys in objects, key-value pairs need to be converted from objects to Maps. Also useful: MRE.parseGuid() and MRE.Guid.toString(). (#476, #480)
  • Reorganize SDK file structure, consolidate imports. (#482, #487, #489)

MRE v0.15.0 - Animations Refresh Part 1

05 Feb 18:05
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Features

  • Implement a new, more powerful, animation API. (#475)
    • Add a new class: Animation. This encapsulates all the properties of an animation, including time (for seeking) and speed (for fast forward and reverse). For full details see the documentation.
    • Add two new actor properties: animations and animationsByName. These are Maps that reference animations that target the actor by ID and name respectively.
    • When you create an actor from a source with animations (i.e. a glTF prefab or library object), the spawned actor will have those animations listed.
    • Actor.createAnimation now resolves to an Animation object.
  • Convert collider from a union type to an enum for improved autocomplete. So instead of specifying the collider shape as a string (collider: { geometry: { shape: 'box' } }), you now provide the enum value (collider: { geometry: { shape: MRE.ColliderType.Box } }). (#463)

Housekeeping

  • Fix test bugs (#468)
  • Convert code base to Typescript 3.7 and ESLint (#467)
  • Prevent unauthorized users from running certain tests (#466)
  • Add platform to collision layer test (#461)
  • Fix documentation for overloaded methods (#459)

MRE v0.14.0 - Collision Layers

16 Oct 23:41
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Features

  • Add the ability to place colliders on particular layers. A collider's layer determines which other actors it will interact with, as well as whether they block the player.
  • Add a new argument to Actor.CreateFromPrefab to assign all colliders in the spawned prefab to a particular layer.

Bug Fixes

  • Fixed a bug preventing colliders from being disabled (unreported)

MRE v0.13.2 - Perf Metrics, RPCs, Text Input

01 Oct 19:03
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Features

  • Add context.getStats(), which returns a plethora of useful metrics about how the MRE is running. (#445)
  • Overhaul the RPC system to support message channels. (#449)
  • Add user.prompt(), which displays an OK/Cancel dialog to the given user, with an optional text input field. (#448)

Bug Fixes

  • Clean up media instances when the actor is destroyed. (#412)

MRE v0.13.1 - Bug fixes

30 Aug 15:54
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Bug Fixes

  • Fix material patching (#437)
  • Fix late-joining scale problems with grab (#434)
  • Fix slow-loading actor spawn (#435)