A-Frame moved to custom elements V1, Oculus Quest Pro support, and tons of fixes and improvements in both A-Frame core and inspector 👏
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Major Changes
- Move A-Frame to Custom Elements V1 API from the now deprecated Custom Elements V0 (fix #4262) (#5136) (@dmarcos)
- Move build system from Browserify to Webpack adding support for ESM (#5116) (@vincentfretin)
- Update to THREE r147 (@dmarcos @AdaRoseCannon @vincentfretin)
- Inspector improvements and bug fixes (@vincentfretin)
Deprecations
- Cardboard mode is now disabled by default as a first step towards deprecation. Magic window is now the fallback on mobile when native WebXR API is not available (fix #4814) (@dmarcos)
Enhancements
- Add support for Meta Quest Touch Pro controllers (fix #5138) (#5139) (@felixtrz @cabanier @dmarcos)
- Replace
targetRaySpace
with `gripSpace to position WebXR tracked controllers (#88e8db12) (@felixtrz @dmarcos) - Add support for KTX2 texture compression in gltf-model component (#5101) (@jameskane05)
- Add a default for Draco decoder URL for the gltf model component (#5156) (@kfarr)
- Hide fullscreen button in desktop mode on iPad. Safari doesn't seem to support fullscreen mode. (fix #4841) (#5191)
- Detach inactive pool entities from THREE Scene avoiding unnecessary matrix updates and raycaster checks / hits (#5188) (@diarmidmackenzie)
- Add support for WebXR foveation level. Only WebVR API was previously supported (fix #5108) (#5110) (@mrxz)
- Events emitted on a cursor entity also pass original MouseEvent and TouchEvent events when applies.
- Update unit test stack and fix test suite (#5091) (@vincentfretin)
- Display fullscreen button when AR / VR mode are not available (#ce23027d) (@dmarcos)
- Add
xrselect
option to rayOrigin property in cursor component so it can be used in a WebXR AR context (#5065) (@AdaRoseCannon) tracked-controls-webxr
reference space is now configurable (#5040) (@msub2)- New
light
component property to enable directional lights to track objects and update shadows automatically (#5025) (@AdaRoseCannon) - New
toneMapped
property on renderer system. Flat materials can now opt out of tone mapping to look like light emitting surfaces. (#5029) (@AdaRoseCannon) - Update hand tracking model (fix #5185) (@dmarcos @vincentfretin)
- Factor out and document
throttleLeadingAndTrailing
(#5151) (@diarmidmackenzie) - Docs improvements (@nikolas @dirkk0 @JGrotex @Kershawj @juunini @andrejsmelnikovs @csxiaoyaojianxian @Kirshach @diarmidmackenzie @Chabloz @vincentfretin @karunstha @janarthnk @Utopiah @daniel-schroeder-dev @Descent098 @oroju1)
Bug fixes
- Fix
triggerchanged
event not firing with Oculus Quest 2 controllers (#5149) (@msub2) - Fix issue of loading screen displayed indefinitely (#5033) (@diarmidmackenzie)
- Remove duplicated update shader logic (#6858ed66) (@dmarcos)
- Fix ray positioning for Oculus Quest 2 controllers (#5141) (@felixtrz)
- Fix reflection component removal (#5125) (@vincentfretin)
- Fix Quest 1 controller ray positioning (fix #5183) (#5190) (@vincentfretin)
- Set default dev port to 8080. Oculus OS / Browser now block port 9000 and it's no longer usable (#0f508ad2) (@dmarcos)
- Fix Oculus Quest 2 controller button animation and highlights (fix #5067) (#5103) (@kylebakerio)
- Stop render loop when
a-scene
is removed from the DOM (#5112) (@vincentfretin) - Fix Github CI (#5092) (@vincentfretin)
- Don't emit
granted
events ifDeviceOrientationEvent
permission is not granted (#5079) (@diarmidmackenzie) - Fix removal of components with the name pattern
component-name__sufix
. Used on multiple instances of a single component (fix #5080) (#5081) (@diarmidmackenzie) - Exclude
a-mixins
when camera system tries to retrieve camera entities (fix #5023) (@mattrossman) - Reset
wasd-controls
velocity when axis properties change (#5050) (@vulture-boy) - Match screenshot component and scene encoding (#5157) (@diarmidmackenzie)
- Fix VR/AR buttons positioning in embedded mode (fix #5158) (@dmarcos)
- Remove examples warning messages (fix #5184) (@dmarcos @vincentfretin)