Hi all,
Gideros 2021.11 is finally ready. Mac version literally took days to upload, but at last it is there.
It comes with its usual set of fixes and minor improvements, in particular it now works out of the box with iOS/ATV simulators, native Base64 encoding/decoding are now part of Core (no needs for luasocket anymore for this sole purpose) and Android HTTP legacy engine has been dropped.
It also integrate a little experiment (which may be dropped if it is of no use in the end): in this version, Gideros accept lua code with french keywords, so that french people could write:
!FR
local afficher=print
pour i=1,5 faire
afficher(i)
fin |
It is obviously intended for teaching programing concepts to french kids, Gideros being very simple to learn and a good fit for that.
UWP projects now needs VS2022 and runtime 143.
But the biggest improvements in 2021.11 is about 3D and VR, with an improved support for Oculus Quest 2, libraries for loading GLTF/GLB models, dedicated Matrix calls for handling quaternion-based rotation vectors, and other things along that line.
Gideros 2021.11 even includes an Oculus demo to get you started.
See for yourself:
New features[core] Added Matrix:duplicate() and Matrix.fromSRT()
[gfx/mesh] Add setCullMode() call
[core] Add a mouseType field in mouse events, to distinguish real and synthetic events
[core] Add Base64 functions
[Library] Support GLTF/GLB 3D import
[examples] Add an Oculus demo
[plugin/share] implement for UWP
Experiments[lua] Add optional French language keywords
[studio/textedit] Detect and hilight syntax for 'French' lua
Improvements[oculus] Add touch and trackpad reporting
[mesh] Allow strings instead of arrays in setXXXArrays()
[mesh] Use 32bit index array instead of 16bit
[android] Make sure we get Event.APPLICATION_BACKGROUND immediately
[plugin/share] Support more mime types for iOS
[android] Remove Old apache HTTP (Fix #331)
[plugin/share] Support multiple mime types
[apple] Include simulator metal library
[winrt] Update to use runtime v143 and VS2022
[android] Update base build to SDK 31
[Library] Add Oculus support library
[Library] Update 3D and Shader libs
Fixes[oculus] Fix Hand mesh indices
[desktop] Fix tablet button reporting
[gfx/opengl] Fix ortho projection for render target (Z axis was inverted)
[plugin/android] Add various missing androidx references
[plugin/share] Fix iOS code
[core] Fix mesh binder
[export/uwp] Fix SoundChannel:getPosition() resolution
[export/oculus] Fix suspend/resume
[plugin/imgui] fix for uwp
Breaking changes[library/3d] Invert Z direction to match what industry usually expect
Download it from here:
http://giderosmobile.com/download
Comments
for the mouse event the pressure info of the touch event does not seem to be forwarded.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
For the missing 'pen up' event, I really don't see why this would happen at all. In my previous tests with a wacom tablet, I always had paired touch_enter/touch_leave events as expected.
the missing pen up event is also somehow imgui specific.
if imgui sprite would only listen to gideros generated events then i think all would be fine, the issue must be due to the fact that imgui is handling events in a more basic level and it does it incorrectly when a wacom pen/ink is generating them. @rrraptor ?
(i hope to solve this issue soon somehow, my work is stalled due to that and also i hate to harrass you two about this issue which just seems to matter to me specifically at this point)
thanks
Fragmenter - animated loop machine and IKONOMIKON - the memory game
if on touch events i have:
"touchesBegin 2"
"touchesMove 2"
"touchesEnd 2"
yet if i just press it and don't move it or just move it a little and then release it, i get
"touchesBegin 2"
"touchesMove 2"
"touchesEnd 1"
so the end event has wrong button info. this may be related to the issue where 'touchesEnd' event is missing completely when used together with imgui i wrote about earlier. perhaps if this would be corrected, then it would improve my case.
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://doc.qt.io/qt-5.12//qtgui-attribution-wintab.html
https://codereview.qt-project.org/c/qt/qtbase/+/295623
https://bugreports.qt.io/browse/QTBUG-83218
Fragmenter - animated loop machine and IKONOMIKON - the memory game
I'll try to switch to QT6.2, but beware: https://bugreports.qt.io/browse/QTBUG-93889
UWP would be best when using windows, i anyway don't like dependency on QT for unclear legal dependency, but some features that i used seemed to be missing when exporting to UWP. i don't remember which, perhaps one major was the pen support. so if UWP will have that then i can check back what else would i need.
so overall let's switch to QT5.15 and add switch option to wintab/windows ink and see what happens.
and yet again: thanks
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
2) Is it possible to change the behaviour of "Maximize" button to NOT go to fullscreen on Windows?
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: vitalitymobile, MobAmuse, MoKaLux
https://deluxepixel.com
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: keszegh
I have a quick question please: does gideros support gltf/glb animations? I am just curious
And a bonus question: is Matrix.fromSRT() related to quaternions? (I believe I need quaternions for moving the player in the direction it is facing in r3d).
(at) hgy29 I am proposing this new 3D-Anim demo for gideros https://github.com/mokalux/GIDEROS_LUAU_SAMPLES/tree/main/3D-Anim
I updated some files in Library/3dbase:
-now the textures are automatically fetched from the json file
-added support for normal map textures for the json (from fbx) models
-added handling of transparency colors and textures for the .obj format
-cleaned almost all library files with the help of great LUAU hints
-formatting
Could you please have a look and see if you like it, I tested the files with json animated models, .objs and .glb.
Viva Gideros LUAU
Likes: MoKaLux