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2019-03-28OpenVR SDK 1.3.22v1.3.22Joe Ludwig
General: * Removed DLL exports in the static library version of openvr_api.dll Driver Interface: * Added Prop_AdditionalSystemReportData_String, which allows drivers to put additional information about its devices in the system report. * Added VREvent_SystemReport_Started, which gives drivers the opportunity to log before a system report is generated. * Added IVRServerDriverHost::RequestRestart, which allows a driver to request a restart with a message that will be shown to the user, and an optional executable to run. IVROverlay: * Added viewportscale to scroll events. This is the overlay's vertical size relative to the overlay height. IVRInput: * Added IsUsingLegacyInput, which returns true if the application is using legacy input. [git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 5016734]
2019-01-30Merging using vr_steamvr_rel_to_sdk_release to create OpenVR SDK v1.2.10Nat Brown
General: * Added new, more specific error messages for many compositor startup failures. * Fix for IVRCompositor.GetFrameTimings C# binding (https://github.com/ValveSoftware/openvr/issues/1001) Event and Overlay changes: * Scroll events have been split into two types. The first, VREvent_ScrollDiscrete, is meant for applications that are tuned to accept primarily detented mousewheel events, which replaces the previous VREvent_Scroll event. The second, VREvent_ScrollSmooth, is for applications that are tuned for more touchscreen-like, analog scrolling. * VROverlayFlags have been updated to allow overlays to indicate their preferred scroll event type. The VROverlayFlags_SendVRDiscreteScrollEvents flag renames the VROverlayFlags_SendVRScrollEvents flag, and the overlay will receive VREvent_ScrollDiscrete events when this flag is set. The VROverlayFlags_SendVRSmoothScrollEvents flag is added, and the overlay's owning application will receive VREvent_ScrollSmooth events when this flag is set. * VREvent_Input_BindingsUpdated is sent when a user has updated controller bindings using the system input binding UI. IVRIOBuffer: * Adds ability for writers to detect if an IOBuffer has readers (IVRIOBuffer::HasReaders), to avoid potentially expensive writing work [git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 4924548]
2018-11-27OpenVR SDK Update 1.1.3Joe Ludwig
General: * Added required SteamVR version number to the header file. IVRCompositor: * New VRCompositor_FrameTiming ReprojectionFlag: VRCompositor_ReprojectionMotion. This flag will be set for application frames where motion smoothing was applied at least one of the times it was displayed. * New interface IsMotionSmoothingEnabled added to determine if that user has enabled motion smoothing or not. IVRChaperone: * Added VREvent_ChaperoneFlushCache, which is sent when the application should reload any cached data they loaded from the chaperone API. This event indicates the user's current chaperone settings have changed. * The VREvent_ChaperoneDataHasChanged event will no longer be sent, and IVRChaperone::ReloadInfo no longer has any effect. IVRChaperoneSetup: * Removed some unimplemented functions: * SetWorkingCollisionBoundsTagsInfo * GetLiveCollisionBoundsTagsInfo * SetWorkingPhysicalBoundsInfo * GetLivePhysicalBoundsInfo * Added ShowWorkingSetPreview/HideWorkingSetPreview, which will cause the application's current working set to show as the chaperone bounds rendered by the compositor. Unless your application is modifying the user's chaperone bounds, you won't need to call these functions. They are independent of bounds turning on and off based on how close the user is to them. IVROverlay: * Added flag VROverlayFlags_MakeOverlaysInteractiveIfVisible. If this flag is set on an overlay and that overlay is visible, SteamVR will be placed into laser mouse mode. This will prevent the scene application from receiving any input, so use this flag carefully. * Changed SetOverlayDualAnalogTransform to take a pointer to better support the C API. IVRTrackedCamera: * for headsets (like Vive Pro) which include multiple camera images in a single video stream, GetCameraIntrinsics and GetCameraProjection now support a uint32_t nCameraIndex parameter to get data about the specific camera. IVRInput: * Added an argument to GetOriginLocalizedName to allow the caller to specify which parts of the name they want in the returned string. The possible values are: * VRInputString_Hand - Which hand the origin is in. E.g. "Left Hand" * VRInputString_ControllerType - What kind of controller the user has in that hand. E.g. "Vive Controller" * VRInputString_InputSource - What part of that controller is the origin. E.g. "Trackpad" * VRInputString_All - All of the above. E.g. "Left Hand Vive Controller Trackpad" * Skeletal Input: * Added GetBoneCount to return the number of bones in the skeleton associated with an action * Added GetBoneHierarchy which returns the index of each bone's parent in a user-provided array * Added GetBoneName to retrieve the name of the bones in the skeleton * Added GetSkeletalReferenceTransforms to retrieve the transforms for several specific hand skeleton poses: * Bind Pose * Open Hand * Fist * Grip Limit, which is the shape of the hand when closed around the controller * Added GetSkeletalTrackingLevel to retrieve an estimate of the level of detail with which the controller associated with an action can track actual the movement of the user's body. The levels are: * Estimated: body part location can't be directly determined by the device. Any skeletal pose provided by the device is estimated by assuming the position required to active buttons, triggers, joysticks, or other input sensors. e.g. Vive Controller, Gamepad * Partial: body part location can be measured directly but with fewer degrees of freedom than the actual body part. Certain body part positions may be unmeasured by the device and estimated from other input data. e.g. Knuckles, gloves that only measure finger curl * Full: body part location can be measured directly throughout the entire range of motion of the body part. e.g. Mocap suit for the full body, gloves that measure rotation of each finger segment * Added GetSkeletalSummaryData which returns meta data about the current pose of the hand such as finger curl and splay * Removed ulRestrictToDevice as a parameter from all skeletal input functions Driver API: * Added TrackedControllerRole_Treadmill, which lets a driver specify that a device is intended to function as a treadmill. This opts the device out of hand selection. The new input path /user/treadmill is automatically assigned to the first treadmill device to activate. IVRCameraComponent: * CVS_FORMAT_BAYER16BG for cameras which support delivering raw sensor data * Added camera index to GetCameraDistortion, GetCameraProjection, and GetCameraIntrinsics to support multiple cameras on the same device (see also IVRTrackedCamera) * Added the ability for cameras to return one of a small set of programmatic distortion function types and function parameters in addition to or instead of UV-sampling distortion through GetCameraDistortion. See EVRDistortionFunctionType and IVRCameraComponent::GetCameraIntrinsics and refer to OpenCV camera calibration and undistortion documentation. IVRDriverInput: * Added parameter to CreateSkeletonComponent to allow the driver to specify the skeletal tracking level that the controller supports Samples: * Fixed texture corruption bug with hellovr_vulkan when controller is turned on after starting the application. [git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 4837234]
2017-06-13OSX sdk changesv1.0.8Jeremy Selan
- Adds pre-built OpenVR.framework for macOS support, defaults to universal 32-/64-bit binary building, see src/README - corrects macOS framework structure and @rpath of .framework and .dylib binaries. supports building 32-bit-only dylib. CL3996577, 3996634, 4006665 [git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 4009638]
2017-01-31OpenVR SDK 1.0.6:Joe Ludwig
General: * Updated source code and cmake configurations for openvr_api.dll (and dylib/so) for applications that need a static library. * Added VREvent_PropertyChanged event, which is sent when any property changes. * Added VREvent_PrimaryDashboardDeviceChanged event, which is sent when the user changes the dashboard laser pointer from one controller to another. IVRCompositor: * Added initial support for DirectX 12 and OSX IOSurfaces. Use at your own risk. Forward compatibility is not guaranteed. * Added IVRCompositor::ReleaseMirrorTextureD3D11(). Call ReleaseMirrorTextureD3D11 instead of calling Release directly on the texture. IVRApplications: * Added GetCurrentSceneProcessId(), which returns the process ID of the latest process to call VR_Init with the Scene application type. Server driver Interface: * Greatly simplified IServerTrackedDeviceProvider::Init and its arguments. This function now takes only an IVRDriverContext. From there it can call GetGenericInterface to get the rest of the interface. * Added global accessor functions for drivers that are similar to those used by applications. Put this line at the start of your IServerTrackedDeviceProvider::Init function (and the equivalent line in Cleanup) to enable them: VR_INIT_SERVER_DRIVER_CONTEXT( pContext ); * IServerTrackedDeviceProvider no longer has enumeration functions for drivers. If the provider contains an HMD it should call TrackedDeviceAdded with the details of that HMD before Init returns. Other devices can be added at any time by calls to TrackedDeviceAdded. * IVRServerDriverHost::TrackedDeviceAdded now takes all the required values for a new tracked device, including the device class and device driver interface pointer. * Replace the property functions on ITrackedDeviceServerDriver with the IVRProperties interface and the CPropertyHelpers helper functions. This should result in significantly less boilerplate code in drivers and allows drivers to invalidate properties immediately instead of waiting for the client-side cache to expire. Use vr::VRProperties() to get the new helper interface. See the sample driver for details. * Added a new "enable" setting to all drivers that will prevent the driver DLL from being loaded. The enable flag has been removed from the sample driver. * IServerDriverHost has been renamed to IVRServerDriverHost no longer contains a few functions that are now handled by property setters. * GetSettings() is now handled with vr::VRSettings() * PhysicalIpdSet() is now handled by setting the Prop_UserIpdMeters_Float property. * TrackedDevicePropertiesChanged() is now handled automatically when a property is set. * MCImageUpdated() was undocumented and not useful outside the Lighthouse driver. It has been removed. CVRHiddenAreaHelpers: * This new helper class provides access to the hidden area mesh via the property system. You can access it with vr::VRHiddenArea() in a server driver. IDriverLog: * This interface has been renamed to IVRDriverLog IClientTrackedDeviceProvider: * Client drivers have been removed from the system. Drivers are no longer loaded into client processes. The functionality that used to be held in client drivers has moved: * BIsHmdPresent is implemented by looking for USB VID and PID values as specified in the driver manifest file: https://github.com/ValveSoftware/openvr/wiki/DriverManifest * GetHiddenAreaMesh is implemented via properties and the CVRHiddenAreaHelpers class. (See above) * GetMCImage was undocumented and not useful outside of the Lighthouse driver. It has been removed. * Watchdog mode, which allows SteamVR to start automatically on hardware activity, has been moved to a new driver type IVRWatchdogProvider. IVRWatchdogProvider: * This provider is only loaded in app type SteamWatchdog. It monitors the hardware for changes and calls vr::VRWatchdogHost()->WatchdogWakeUp() if an event occurs that should start SteamVR. This is entirely optional. A driver that doesn't implement this provider will just not wake up SteamVR on hardware activity. [git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 3811839]