Lovr Versions Save

Lua Virtual Reality Framework

v0.17.1

2 months ago

Change

  • Change permissions for files and directories created by lovr.filesystem on POSIX (fixes ADB on Android 12+).
  • Change Pass:sphere to error when segment count is too small.
  • Change Buffer:setData to error when copying within a single Buffer with overlapping byte ranges.

Fix

  • Fix LÖVR failing to start on Oculus Quest v62+.
  • Fix Pass:skybox to render cubemaps with the correct X/Z orientation.
  • Fix depth write when depth testing is disabled.
  • Fix lovr.graphics.newModel to support empty GLB models.
  • Fix lovr.graphics.newModel to support models without any vertices.
  • Fix bitangent sign in TangentMatrix builtin.
  • Fix shader #includes to error when including a file that doesn't exist.
  • Fix lovr.quit to not get called twice when canceling quit.
  • Fix GPU error when texture had only transfer usage.
  • Fix rare crash when calling vector methods.
  • Fix Model:getMesh.

v0.17.0

7 months ago

Add

General

  • Add enet plugin.
  • Add http plugin.
  • Add utf8 module.
  • Add :type method to all objects and vectors.
  • Add --graphics-debug command line option, which sets t.graphics.debug to true.

Audio

  • Add lovr.audio.getDevice.

Data

  • Add Image:mapPixel.
  • Add a variant of Blob:getString that takes a byte range.
  • Add Blob:getI8/getU8/getI16/getU16/getI32/getU32/getF32/getF64.

Filesystem

  • Add argument to lovr.filesystem.load to restrict chunks to text/binary.

Graphics

  • Add Pass:roundrect.
  • Add variant of Pass:cone that takes two vec3 endpoints.
  • Add variant of Pass:draw that takes a Texture.
  • Add Pass:setViewCull to enable frustum culling.
  • Add Model:getBlendShapeWeight, and Model:setBlendShapeWeight.
  • Add Model(Data):getBlendShapeCount, Model(Data):getBlendShapeName.
  • Add support for animated blend shape weights in Model animations.
  • Add support for arrays, nested structs, and field names to Buffer formats.
  • Add Shader:getBufferFormat.
  • Add back Mesh object (sorry!).
  • Add Model:clone.
  • Add materials flag to lovr.graphics.newModel.
  • Add lovr.graphics.isInitialized (mostly internal).
  • Add support for using depth textures in multisampled render passes.
  • Add depthResolve feature to lovr.graphics.getFeatures.
  • Add a variant of Texture:newView that creates a 2D slice of a layer/mipmap of a texture.
  • Add a variant of Pass:send that takes tables for uniform buffers.
  • Add Buffer:getData and Buffer:newReadback.
  • Add Texture:getPixels/setPixels/clear/newReadback/generateMipmaps.
  • Add support for stepping through shaders in e.g. RenderDoc when t.graphics.debug is set.
  • Add lovr.graphics.is/setTimingEnabled to record GPU durations for each Pass object.
  • Add lovr.graphics.newPass.
  • Add Pass:setCanvas and Pass:setClear.
  • Add Pass:getStats.
  • Add Pass:reset.
  • Add Pass:getScissor and Pass:getViewport.
  • Add Pass:barrier.
  • Add Pass:beginTally/finishTally and Pass:get/setTallyBuffer.
  • Add support for #include in shader code.

Headset

  • Add lovr.headset.getPassthrough/setPassthrough/getPassthroughModes.
  • Add support for more headsets in Android APKs (Quest, Pico, Vive Focus all work).
  • Add support for controller input on Pico Neo 3 and Pico Neo 4 devices.
  • Add support for controller input on Magic Leap 2.
  • Add hand/*/pinch, hand/*/poke, and hand/*/grip Devices.
  • Add support for using lovr.headset when lovr.graphics is disabled, on supported runtimes.
  • Add support for elbow/left and elbow/right poses on Ultraleap hand tracking.
  • Add lovr.headset.getDirection.
  • Add lovr.headset.isVisible and lovr.visible callback.
  • Add lovr.recenter callback.
  • Add floor Device.
  • Add t.headset.seated and lovr.headset.isSeated.
  • Add lovr.headset.stopVibration.
  • Add radius fields to joint tables returned by lovr.headset.getSkeleton.
  • Add support for "sprinting" in the headset simulator using the shift key.

Math

  • Add capitalized globals for creating permanent vectors (Vec2, Vec3, Vec4, Quat, Mat4).
  • Add Vec3:transform, Vec4:transform, and Vec3:rotate.
  • Add vector constants (vec3.up, vec2.one, quat.identity, etc.).
  • Add Mat4:getTranslation/getRotation/getScale/getPose.
  • Add variant of Vec3:set that takes a Quat.
  • Add Mat4:reflect.

Physics

  • Add TerrainShape.
  • Add World:queryBox and World:querySphere.
  • Add World:getTags.
  • Add Shape:get/setPose.
  • Add missing lovr.physics.newMeshShape function.
  • Add Collider:isDestroyed.

System

  • Add lovr.system.wasKeyPressed/wasKeyReleased.
  • Add lovr.system.getMouseX, lovr.system.getMouseY, and lovr.system.getMousePosition.
  • Add lovr.system.isMouseDown.
  • Add lovr.mousepressed, lovr.mousereleased, lovr.mousemoved, and lovr.wheelmoved callbacks.
  • Add lovr.system.has/setKeyRepeat.

Thread

  • Add support for vectors and lightuserdata with Channel:push and Channel:pop.

Change

  • Change lovr.graphics.submit to no longer invalidate Pass objects.
  • Change vector constructors to be callable metatables (allows adding custom methods).
  • Change max size of vector pool to hold 16 million numbers instead of 64 thousand.
  • Change Pass:setBlendMode/Pass:setColorWrite to take an optional attachment index.
  • Change OpenXR driver to throttle update loop when headset session is idle.
  • Change lovr.graphics.newModel to work when the asset references paths starting with ./.
  • Change lovr.graphics.newModel to error when the asset references paths starting with /.
  • Change lovr.graphics.newBuffer to take format first instead of length/data.
  • Change Pass:setStencilWrite to only set the "stencil pass" action when given a single action, instead of all 3.
  • Change lovr.graphics to show a message box on Windows when Vulkan isn't supported.
  • Change plugin loader to call JNI_OnLoad on Android so plugins can use JNI.
  • Change t.headset.overlay to also support numeric values to control overlay sort order.
  • Change World:isCollisionEnabledBetween to take nils, which act as wildcard tags.
  • Change Mat4:__tostring to print matrix components.
  • Change World:raycast to prevent subsequent checks when the callback returns false.
  • Change lovr.system.isKeyDown to take multiple keys.
  • Change lovr.headset.isDown/isTouched to return nil instead of nothing.
  • Change lovr.headset.getTime to always start at 0 to avoid precision issues.
  • Change Pass viewport and scissor to apply to all draws in the Pass, instead of per-draw.
  • Change nogame/error screen to use a transparent background on AR/passthrough headsets.
  • Change VR simulator to use projected mouse position for hand pose (scroll controls distance).
  • Change lovr.headset.getDriver to also return the OpenXR runtime name.
  • Change pitchable flag in lovr.audio.newSource to default to true.
  • Change Buffer:setData, Buffer:clear, and Buffer:getPointer to work on permanent Buffers.
  • Change lovr.timer.sleep to have higher precision on Windows.
  • Change lovr.headset.animate to no longer require a Device argument (current variant is deprecated).

Fix

  • Fix lovr.physics.newBoxShape always creating a cube.
  • Fix several issues related to VRAM leaks when creating Textures.
  • Fix issue on Linux where the Vulkan library wouldn't get loaded properly.
  • Fix macOS to not require the Vulkan SDK to be installed.
  • Fix recentering on Quest.
  • Fix headset mirror window to properly render in mono when a VR headset is connected.
  • Fix window size not updating on resize or on highdpi displays.
  • Fix MeshShape not working properly with some OBJ models.
  • Fix Model:getNodeScale to properly return the scale instead of the rotation.
  • Fix Mat4:set and Mat4 constructors to properly use TRS order when scale is given.
  • Fix lovr.graphics.newShader to work with nil shader code (uses unlit shader).
  • Fix crash when t.graphics.debug is set but the validation layers aren't installed.
  • Fix a few memory leaks with Readbacks, Fonts, and compute Shaders.
  • Fix Pass:setProjection to use an infinite far plane by default.
  • Fix Texture:hasUsage.
  • Fix Pass:points / Pass:line to work with temporary vectors.
  • Fix lovr.event.quit to properly exit on Android/Quest.
  • Fix mounted zip paths sometimes not working with lovr.filesystem.getDirectoryItems.
  • Fix issue where temporary vectors didn't work in functions that accept colors.
  • Fix crash when rendering multiple identical torus shapes in the same Pass.
  • Fix lovr.graphics.newShader to error properly if the push constants block is too big.
  • Fix default lovr.log to not print second string.gsub result.
  • Fix issue where lovr.data.newImage wouldn't initialize empty Image object pixels to zero.
  • Fix Model:getMaterial to work when given a string.
  • Fix issue where Vec3:angle would sometimes return NaNs.
  • Fix OpenXR driver when used with AR headsets.
  • Fix vertex tangents (previously they only worked if the normalMap shader flag was set).
  • Fix error when minimizing the desktop window on Windows.
  • Fix DistanceJoint:getAnchors.
  • Fix issue where Material:getProperties returned an incorrect uvScale.
  • Fix crash when uvShift/uvScale were given as tables in lovr.graphics.newMaterial.
  • Fix retina macOS windows.
  • Fix issue where Pass:capsule didn't render anything when its length was zero.
  • Fix confusing console message when OpenXR is not installed.
  • Fix issue where OBJ UVs were upside down.
  • Fix issue where equirectangular skyboxes used an incorrect z direction.
  • Fix seam when rendering equirectangular skyboxes with mipmaps.
  • Fix font wrap when camera uses a projection matrix with a flipped up direction.
  • Fix Model import when vertex colors are stored as vec3.
  • Fix 24-bit WAV import.
  • Fix issue with 3-letter vec3 swizzles.
  • Fix error when subtracting a vector from a number.
  • Fix error when adding a number and a temporary vector (in that order).
  • Fix issue where t.window = nil wasn't working as intended.
  • Fix bug where some fonts would render glyphs inside out.

Deprecate

  • Deprecate lovr.graphics.getPass (lovr.graphics.newPass should be used instead).
  • Deprecate Pass:getType. All Pass objects support both compute and rendering (computes run before draws).
  • Deprecate Pass:getTarget (renamed to Pass:getCanvas).
  • Deprecate Pass:getSampleCount (Pass:getCanvas returns a samples key).
  • Deprecate lovr.graphics.getBuffer (Use lovr.graphics.newBuffer or tables).
  • Deprecate variant of lovr.graphics.newBuffer that takes length/data as the first argument (put format first).
  • Deprecate lovr.headset.get/setDisplayFrequency (it's named lovr.headset.get/setRefreshRate now).
  • Deprecate lovr.headset.getDisplayFrequencies (it's named lovr.headset.getRefreshRates now).
  • Deprecate lovr.headset.getOriginType (use lovr.headset.isSeated).
  • Deprecate variant of lovr.headset.animate that takes a Device argument (just pass the Model now).
  • Deprecate Buffer:getPointer (renamed to Buffer:mapData).

Remove

  • Remove transfer passes (methods on Buffer and Texture objects can be used instead).
  • Remove Pass:copy (use Buffer:setData and Texture:setPixels).
  • Remove Pass:read (use Buffer:newReadback and Texture:newReadback).
  • Remove Pass:clear (use Buffer:clear and Texture:clear).
  • Remove Pass:blit (use Texture:setPixels).
  • Remove Pass:mipmap (use Texture:generateMipmaps).
  • Remove Tally (use lovr.graphics.setTimingEnabled or Pass:beginTally/finishTally).
  • Remove lovr.event.pump (it's named lovr.system.pollEvents now).
  • Remove t.headset.offset (use t.headset.seated).
  • Remove mipmaps flag from render passes (they always regenerate mipmaps now).

v0.16.0

1 year ago

Add:

  • Add ability to run individual Lua files in addition to folders.
  • Add Vulkan renderer.
  • Add capsule, cone, and torus shapes.
  • Add segments option to planes.
  • Add option to draw a single node of a model.
  • Add indirect draws and indirect compute.
  • Add depth clamp and depth offset render states.
  • Add support for configuring "stencil fail" and "depth fail" stencil actions.
  • Add viewport and scissor render states.
  • Add Pass objects for recording rendering work.
  • Add Buffer objects.
  • Add Buffer:getPointer for accessing FFI pointers to GPU memory.
  • Add support for half floats for vertex attributes and buffer data.
  • Add texture views.
  • Add single-pass rendering to multi-layer textures (array, cubemap, 3D).
  • Add r8, rg8, r16, rg16, rgba16, and rgb565 image and texture formats.
  • Add d32fs8 texture format.
  • Add support for BC4, BC5, BC6, and BC7 texture formats.
  • Add support for loading uncompressed formats from DDS and KTX files.
  • Add support for loading KTX2 textures.
  • Add support for loading non-2D textures from image files.
  • Add support for loading DDS and KTX textures in glTF models.
  • Add support for the KHR_texture_transform glTF extension.
  • Add support for loading base64 images from glTF models.
  • Add Sampler objects.
  • Add Tally objects for GPU queries.
  • Add Readback objects for asynchronous GPU readbacks.
  • Add t.graphics.shadercache option to cache compiled shaders to disk.
  • Add lovr.graphics.compileShader and the ability to load shaders from SPIR-V.
  • Add normal default shader.
  • Add Font:getKerning.
  • Add Font:getLines.
  • Add Font:getVertices.
  • Add support for rendering multicolor text.
  • Add Pass:blit, Pass:clear, Pass:copy, Pass:mipmap, and Pass:read for raw GPU transfers.
  • Add lovr.graphics.isFormatSupported and lovr.graphics.getDevice.
  • Add eye/gaze Device.
  • Add t.headset.submitdepth flag to submit depth buffers to the OpenXR runtime.
  • Add t.headset.overlay conf.lua flag to run as an OpenXR overlay.
  • Add support for keyboard device pose on Oculus Quest.
  • Add support for reading hand tracking pinch strength (it's mapped to trigger).
  • Add thumbrest DeviceButton.
  • Add OpenXR support for a, b, x, and y DeviceButtons.
  • Add OpenXR support for hand/left/point and hand/right/point Devices.
  • Add OpenXR support for Windows Mixed Reality controllers.
  • Add OpenXR support for Oculus Quest hand tracking models via lovr.headset.newModel.
  • Add OpenXR support for Vive tracker devices.
  • Add OpenXR support for lovr.headset.getDisplayFrequency.
  • Add lovr.headset.setDisplayFrequency and lovr.headset.getDisplayFrequencies.
  • Add lovr.headset.isFocused.
  • Add lovr.headset.getDeltaTime.
  • Add support for passing vec2s as scale arguments.
  • Add support for passing numbers when calling functions on vectors.
  • Add functions to ModelData (it didn't have any before, now it has lots).
  • Add bounding sphere to Model and ModelData.
  • Add ability to procedurally animate model node scales.
  • Add Model:getMetadata to return raw JSON from glTF models.
  • Add Rasterizer:getWidth, Rasterizer:getDimensions, and Rasterizer:getBoundingBox.
  • Add Rasterizer:getKerning and Rasterizer:getBearing.
  • Add Rasterizer:getCurves.
  • Add Rasterizer:newImage.
  • Add Vec2:angle, Vec3:angle, and Vec4:angle.
  • Add Vec2:equals, Vec3:equals, Vec4:equals, Quat:equals, and Mat4:equals.
  • Add Sound:getCapacity and Sound:getByteStride.
  • Add Source:get/setPitch.
  • Add Source:isSpatial and spatial flag to lovr.audio.newSource.
  • Add macOS support for requesting the audiocapture Permission with lovr.system.requestPermission.
  • Add World:getContacts.
  • Add World:get/setStepCount.
  • Add lovr.system.isKeyDown.

Change:

  • Change default headset driver to OpenXR.
  • Change lovr.headset.getSkeleton to also return joint radii.
  • Change shader GLSL version to 4.60.
  • Change desktop window to be mono.
  • Change maximum view count from 2 to 6.
  • Change default projection to have an infinite far plane with a reversed Z range.
  • Change skeletal animation to use compute shaders.
  • Change OBJ loader to support non-triangular faces.
  • Change setColor to accept a second alpha parameter when using a hexcode.
  • Change Source:setEffectEnabled to error when called on a Source that has effects disabled.
  • Change lovr.headset.isDown to return nil instead of false when a button is not supported by a Device.
  • Change text rendering to print missing glyph characters instead of erroring on missing glyphs.
  • Change dt parameter to use predicted headset display time delta instead of wallclock delta time, when available.
  • Change lovr.math.noise to use simplex noise instead of Perlin noise.
  • Change lovr.filesystem.write and lovr.filesystem.append to return success instead of byte count.
  • Change window-related functions to be on lovr.system instead of lovr.graphics.
  • Change Font:get/setLineHeight to Font:get/setLineSpacing.
  • Change lovr.graphics.stencil to be split into separate "stencil test" and "stencil write" states.

Fix:

  • Fix flickering on AMD GPUs
  • Fix crash when calling lovr.audio.setGeometry or lovr.physics.newMeshCollider with zero vertices/indices.
  • Fix require not finding plugins packaged as "all in one" Lua libraries.
  • Fix audio capture issues on Android.
  • Fix Oculus Quest hand model orientation.
  • Fix issue that would cause vectors to rarely get corrupted with nans in LuaJIT.
  • Fix potential crash when using Object:release rapidly.
  • Fix bug where Collider friction had no effect, and set default friction to infinity instead of 0 (no behavior change).
  • Fix issue preventing the audio, graphics, and headset modules from being required in threads.
  • Fix issue with lovr.math.gammaToLinear and lovr.math.linearToGamma when used with a table.
  • Fix error when calling lovr.filesystem.getDirectoryItems when table.sort is unavailable.
  • Fix Mat4 * Vec3.
  • Fix issue with World:raycast and MeshShapes.
  • Fix bug where error screen wouldn't show up if there was an error in lovr.draw when using OpenXR.
  • Fix issue where conf.lua wouldn't get read properly on Android.
  • Fix error when passing LÖVR objects to Thread:start.
  • Fix bug where first command line argument would not be available in fused mode.
  • Fix bug where Font vertex winding would be flipped when toggling Font:setFlipEnabled.

Remove:

  • Remove OpenGL and WebGL renderers.
  • Remove rgb and rgba4 texture formats.
  • Remove Mesh and ShaderBlock (they are replaced by Buffer).
  • Remove Canvas (textures can be rendered to directly with render passes).
  • Remove arc primitive.
  • Remove line width.
  • Remove Font:setFlipEnabled (font flips automatically when needed).
  • Remove WebAssembly build (it will be back soon!)
  • Remove openvr, oculus, vrapi, webxr, and pico headset drivers.
  • Remove beacon Devices.
  • Remove lovr.headset.getDisplayMask.
  • Remove effects = false flag from lovr.audio.newSource (use spatial flag).

v0.15.0

3 years ago

Add:

  • Add support for Vive trackers (again)
  • Add support for Quest 2
  • Add Devices for elbows, shoulders, chest, waist, knees, feet, camera, and keyboard
  • Add support for OpenXR on Linux
  • Add Windows Mixed Reality controller bindings for OpenVR
  • Add lovr.system module
  • Add lovr.permission callback
  • Add plugin system
  • Add support for requireing libraries inside APKs
  • Add UVs to lovr.graphics.cylinder
  • Add a stack trace to thread errors
  • Add Mat4:target
  • Add support for binary STL models
  • Add t.audio.spatializer to support switching audio spatializers
  • Add support for Oculus Audio Spatializer
  • Add support for Steam Audio
  • Add support for WAV sounds
  • Add support for MP3 sounds
  • Add support for ambisonic sounds
  • Add SampleFormat for creating floating point Sounds
  • Add t.audio.start to control whether audio devices are automatically started
  • Add lovr.audio.getDevices, lovr.audio.setDevice, lovr.audio.start, lovr.audio.stop, and lovr.audio.isStarted
  • Add lovr.audio.setGeometry and AudioMaterial
  • Add lovr.audio.get/setAbsorption
  • Add Effect, Source:isEffectEnabled, and Source:setEffectEnabled
  • Add Source:get/setRadius
  • Add Source:get/setDirectivity
  • Add Source:clone
  • Add VolumeUnit parameter to lovr.audio.get/setVolume and Source:get/setVolume
  • Add support for lovr.headset.getVelocity to the WebXR driver

Change:

  • Change SoundData to be named Sound
  • Change TextureData to be named Image
  • Change Image:encode to return a Blob instead of writing to a file
  • Change default physics linear damping from .01 to 0
  • Change lovr.mirror to correctly render transparent headset textures
  • Change Mat4:lookAt to compute a "look at" view matrix (use Mat4:target for the old behavior)
  • Change lovr.filesystem.write and lovr.filesystem.append to accept Blobs
  • Change lovr.headset to submit empty frames when lovr.draw is missing (instead of not submitting anything)
  • Change default font shader to have more precise/sharp antialiasing
  • Change ShaderBlock:send to accept a byte range when sending a Blob
  • Change lovr.graphics.newFont to accept custom glyph padding and SDF range values
  • Change lovr.audio.isSpatialized to lovr.audio.getSpatializer
  • Change Source:setCone to Source:setDirectivity
  • Change samples value of TimeUnit to be named frames.

Fix:

  • Fix hand tracking orientation on Quest
  • Fix improper vsync when changing headset drivers during a restart
  • Fix graphics flickering on Intel GPUs
  • Fix lovr.math when used on threads
  • Fix crash when threads threw non-string errors
  • Fix the lovr.math.newCurve variant that takes a single number for the point count
  • Fix issue where Mat4:unpack would sometimes return nan angles
  • Fix error screen erroring after a while when it ran out of vectors
  • Fix error screen erroring when t.math.globals was false
  • Fix crash with vrapi driver when requesting pose for devices other than head/hands
  • Fix lovr.filesystem.append on unix
  • Fix lovr.headset.getDisplayDimensions to return dimensions for a single eye on the desktop driver
  • Fix lovr.restart and arg.restart on WebAssembly
  • Fix lovr.graphics.getBlendMode when blending is disabled
  • Fix crash when moving a Shape when it isn't attached to a Collider
  • Fix issues with macOS Big Sur
  • Fix text wrapping issue with lines ending in spaces
  • Fix some crashes in lovr.physics to log warnings instead

Remove:

  • Remove support for Oculus Go
  • Remove lua_modules and deps from the default require paths
  • Remove --root command line argument
  • Remove lovr.graphics.triangle
  • Remove C require path (use plugins)
  • Remove enet (use the lovr-enet plugin)
  • Remove cjson (use the lovr-cjson plugin)
  • Remove AudioStream (use stream Sounds instead)
  • Remove Source:getType and SourceType (use decode option of newSource/Sound)
  • Remove Source:getBitDepth, Source:getChannelCount, and Source:getSampleRate
  • Remove lovr.audio.getMicrophoneNames, lovr.audio.newMicrophone, and Microphone
  • Remove lovr.audio.update
  • Remove lovr.audio.pause
  • Remove lovr.audio.get/setVelocity, Source:get/setVelocity, and lovr.audio.get/setDopplerEffect
  • Remove Source:get/setFalloff
  • Remove Source:get/setPitch
  • Remove Source:get/setVolumeLimits
  • Remove Source:is/setRelative

v0.14.0

3 years ago

Add:

  • Add lovr.headset.getSkeleton.
  • Add lovr.headset.animate and animated flag to lovr.headset.newModel.
  • Add lovr.headset.wasPressed and lovr.headset.wasReleased.
  • Add lovr.headset.getViewCount, lovr.headset.getViewPose, lovr.headset.getViewAngles.
  • Add beacon/1, beacon/2, beacon/3, and beacon/4 Devices.
  • Add lovr.headset.getDisplayFrequency.
  • Add lovr.headset.getTime.
  • Add a WebXR headset driver.
  • Add a Pico headset driver.
  • Add lovr.keypressed, lovr.keyreleased, and lovr.textinput callbacks.
  • Add lovr.event.restart, lovr.restart callback, and arg.restart for persisting data between restarts.
  • Add lovr.resize callback.
  • Add lovr.log callback.
  • Add World:getColliders.
  • Add World:newMeshCollider.
  • Add Joint:setEnabled and Joint:isEnabled.
  • Add Shape:setSensor and Shape:isSensor.
  • Add World:get/setResponseTime, BallJoint:get/setResponseTime, and DistanceJoint:get/setResponseTime.
  • Add World:get/setTightness, BallJoint:get/setTightness, DistanceJoint:get/setTightness.
  • Add lovr.graphics.getViewPose and lovr.graphics.setViewPose.
  • Add lovr.graphics.getProjection.
  • Add t.graphics.debug config flag.
  • Add compute limit to lovr.graphics.getLimits.
  • Add renderpasses, buffers, textures, buffermemory, and texturememory graphics stats.
  • Add lovr.graphics.setColorMask and lovr.graphics.getColorMask.
  • Add AudioStream:append for procedural audio generation.
  • Add SoundData:getBlob and TextureData:getBlob.
  • Add support for shadow sampler uniforms.
  • Add Texture:getCompareMode and Texture:setCompareMode.
  • Add sampler2DMultiview and textureMultiview helpers to shaders.
  • Add highp ShaderFlag.
  • Add Shader:hasBlock.
  • Add Model:hasJoints.
  • Add :release to all objects to immediately destroy them from Lua.
  • Add support for building with Lua 5.2, 5.3, and 5.4.

Change:

  • Change physics module functions to accept vector objects.
  • Change animated shaders to render properly with non-animated models.
  • Change the desktop headset driver to rotate the controller based on mouse movement.
  • Change the desktop headset driver to emit lovr.focus events when window focus changes.
  • Change the default headset clipping planes to 0.1 and 100.0 on all backends.
  • Change Thread:start to accept arguments to pass to the Thread's function.
  • Change Channel:peek to return a second value indicating if a message was present.
  • Change Microphone:getData to take new count/destination/offset arguments.
  • Change Mesh:setVertices to accept a Blob with vertex data.
  • Change lovr.graphics.setProjection to take a view index.
  • Change WebAssembly build to enable the thread module by default.
  • Change the 1ms sleep in the run loop to a 0ms sleep.
  • Change Curve:render to always return 2 points if the Curve is a line.
  • Change Curve:render to be faster.
  • Change lovr.data.newTextureData to allow filling in initial contents with a Blob.
  • Change lovr.data.newTextureData to accept a TextureData to clone.
  • Change lovr.filesystem.getDirectoryItems to omit . and ...
  • Change lovr.filesystem.getDirectoryItems to return sorted filenames.
  • Change Shader:send to return a boolean instead of erroring on failure.
  • Change ShaderBlock:getShaderCode to accept an optional namespace for accessing the block.
  • Change OBJ model loading to be faster.
  • Change Vec3:set to accept a Mat4.

Fix:

  • Fix many issues with the OpenXR headset driver.
  • Fix an issue when restarting some projects that had multiple textures per draw.
  • Fix an issue where OBJ models had no AABB.
  • Fix an issue where Channel:push errored when a userdata was its only argument.
  • Fix a crash when passing nil to lovr.thread.newThread.
  • Fix lovr.data.newBlob(blob) to properly copy data to the new Blob.
  • Fix an issue where textures could load upside down sometimes when using threads.
  • Fix an issue with screen tearing on the bottom of the window on macOS.
  • Fix an issue where lovr.headset.getHands returned an empty table on Linux.
  • Fix an issue with forced vsync breaking VR timing in new windows updates.
  • Fix an issue where printing only whitespace characters would cause visual glitches.
  • Fix several issues with stereo Shaders and Canvases on Android.
  • Fix lovr.graphics.getFeatures().compute returning false on Android.
  • Fix a confusing message when passing nothing to lovr.graphics.points / lovr.graphics.line.
  • Fix issue with using Mesh attributes with integer types in shaders.
  • Fix crash when using a Blob in ShaderBlock:send.
  • Fix Thread:wait on Windows.

Remove:

  • Remove webvr headset driver (use webxr instead).
  • Remove leap headset driver (use the Ultraleap OpenXR API Layer instead).
  • Remove oculusmobile headset driver (use vrapi instead).
  • Remove SoundData:getPointer and TextureData:getPointer (use :getBlob).
  • Remove Source:resume and lovr.audio.resume (use Source:play).
  • Remove Source:rewind and lovr.audio.rewind (use Source:seek(0)).
  • Remove Source:isPaused and Source:isStopped (use :isPlaying).
  • Remove lovr.event.quit('restart') variant.
  • Remove t.hotkeys config (use lovr.keypressed and lovr.keyreleased).
  • Remove lovr.filesystem.getApplicationId (use lovr.filesystem.getIdentity).
  • Remove anisotropic FilterMode (anisotropy can be used with any filter mode).

v0.13.0

4 years ago

Add:

  • Add support for the Oculus Quest.
  • Add support for Valve Index controllers.
  • Add support for SteamVR actions.
  • Add support for Leap Motion.
  • Add an OpenXR headset driver.
  • Add a new standard PBR shader.
  • Add the ability to have multiple headset tracking drivers active at once.
  • Add strength and frequency parameters to lovr.headset.vibrate.
  • Add lovr.headset.getDisplayMask.
  • Add lovr.headset.isTracked.
  • Add support for hexcode colors.
  • Add vec2 and vec4 objects.
  • Add vector properties and vector swizzles.
  • Add support for loading KTX and ASTC textures.
  • Add TextureData:paste for copying between TextureData objects.
  • Add TextureData:getFormat.
  • Add default hotkeys: Escape to quit and F5 to reload, configurable using the t.hotkeys conf flag.
  • Add flags argument to lovr.graphics.newShader for configuring shaders without writing GLSL.
  • Add DefaultShader enum for creating instances of built-in shaders.
  • Add an animated shader flag to automatically make shaders animated.
  • Add lovr.graphics.tick and lovr.graphics.tock for accurate GPU profiling.
  • Add getPose and setPose functions to lovr.audio, Source, and Collider.
  • Add Model:pose and Model:getNodePose functions for modifying individual joints in a Model.
  • Add support for cubic spline animation keyframe interpolation in glTF assets.
  • Add support for embedded base64 data in glTF assets.
  • Add astc, dxt, instancedstereo, multiview, and timers GraphicsFeatures.
  • Add experimental tup build system as an alternative to CMake.
  • Add lovr.math.drain function for freeing temporary vectors.
  • Add a t.window.resizable flag to make the mirror window resizable.
  • Add a t.window.vsync hint to control vsync (may be ignored if necessary for proper VR timing).
  • Add getNodeCount, getMaterialCount, and getAnimationCount to Model.

Change:

  • Change mobile renderer to use optimized multiview rendering.
  • Change all rendering to stall the GPU way less. Everything is faster.
  • Change Android to use LuaJIT by default.
  • Change vectors to be temporary by default, use new-prefixed functions for permanent vectors.
  • Change lovr.filesystem.read to accept and return the number of bytes read.
  • Change lovr.filesystem to follow symbolic links.
  • Change lovr.graphics.newMesh to accept a Blob for binary vertex data.
  • Change fake headset driver to desktop.
  • Change TextureData:getPixel/setPixel to support more formats: rgb, r32f, rg32f, rgba32f.
  • Change lovr.graphics.getSystemLimits to lovr.graphics.getLimits.
  • Change lovr.graphics.getSupported to lovr.graphics.getFeatures.
  • Change lovr.graphics.plane to accept optional uv coordinates to draw a subregion of a Texture.
  • Change Font:getWidth to also return the number of wrapped lines.
  • Change lovr.thread.newThread to accept a filename or a Blob.
  • Change lovr.headset.getType to lovr.headset.getName, returning the raw headset name string.
  • Change lovr.graphics.circle size argument to be a radius instead of a diameter.
  • Change MULTICANVAS shader define to be a multicanvas shader flag.
  • Change Source:getDirection, :setDirection to Source:getOrientation, setOrientation.
  • Change nogame screen to use a signed distance field shader instead of an image (!).

Fix:

  • Fix problems when creating Blobs with a negative size.
  • Fix many bugs or missing features with the glTF importer.
  • Fix issue where refcounting was not thread safe.
  • Fix vertex winding order of cylinders and spheres.
  • Fix an issue where the error screen wouldn't show up when the headset module was disabled.
  • Fix console output on Windows.

Remove:

  • Remove Animator objects, they are replaced by the Model:animate function.
  • Remove Controller objects, equivalent functions that accept a Device are now in lovr.headset.
  • Remove lovr.headset.isMounted, use lovr.headset.isDown('head', 'proximity') instead.
  • Remove controller-related callbacks (controlleradded/removed/pressed/released).
  • Remove orientation arguments from lovr.graphics.skybox, rotation is automatically applied.
  • Remove Pool objects, there is a default temporary vector Pool built in to lovr.math.
  • Remove t.gammacorrect conf flag, all rendering is gamma correct now.

v0.12.0

5 years ago

Community

  • LÖVR was ported to Android! See lovr-oculus-mobile from @mcclure.
  • There's a new live-reloading wrapper, lodr, from @mcclure.
  • See lovr-native-example for easily integrating C code into a project.
  • The documentation has a new version selector dropdown.
  • The WebAssembly build is down to 1MB!
  • New example: Spectator Camera.

Framework

Add:

  • Add an Android port, with official support for the Oculus Go and Gear VR.
  • Add support for the Oculus Desktop SDK (LibOVR).
  • Add automatic batching and instancing of draw calls.
  • Add vec3, mat4, quat, and Pool objects to lovr.math.
  • Add support for Vive trackers (they are exposed as Controllers).
  • Add go and gear HeadsetTypes.
  • Add oculus and oculusmobile HeadsetDrivers.
  • Add the lovr.mirror callback for custom rendering to the desktop window.
  • Add Controller:getVelocity and Controller:getAngularVelocity.
  • Add Curve objects for working with Bézier curves.
  • Add Canvas:getDepthTexture.
  • Add lovr.headset.getBoundsGeometry (again).
  • Add lovr.headset.getMirrorTexture.
  • Add lovr.graphics.discard.
  • Add lovr.graphics.flush.
  • Add lovr.graphics.setAlphaSampling and lovr.graphics.getAlphaSampling.
  • Add lovr.graphics.setProjection.
  • Add lovr.graphics.getPixelDensity.
  • Add lovr.graphics.hasWindow.
  • Add ubyte, short, ushort, and uint types for Mesh attributes.
  • Add Font:hasGlyphs.
  • Add Font:getRasterizer.
  • Add Font:isFlipEnabled and Font:setFlipEnabled.
  • Add ShaderBlock:read.
  • Add lovr.filesystem.getApplicationId.
  • Add the --root command line argument to run a project from a directory inside an archive.
  • Add a default HTML file used in the emscripten build, so you don't need to write it yourself.

Change:

  • Change API functions to accept vectors and matrices in addition to numbers, where relevant.
  • Change some matrix and vector math functions to use SIMD intrinsics.
  • Change lovr.headset.setMirrored and the t.headset.mirrored conf.lua flag to take a HeadsetEye.
  • Change the mirror window to use the currently active color and shader.
  • Change lovr.graphics.setBlendMode to accept nil to disable blending.
  • Change lovr.graphics.triangle to take multiple triangles to draw.
  • Change lovr.graphics.cylinder to take position, rotation, and scale (length) arguments.
  • Change lovr.graphics.newShaderBlock to take a BlockType instead of a writable flag.
  • Change lovr.graphics.newMesh and lovr.graphics.newShaderBlock to accept a readable flag.
  • Change lovr.graphics.fill to accept a subregion of the input Texture to use.
  • Change emissive colors in Materials to default to black instead of white.
  • Change lovr.graphics.getSystemLimits to return the maximum ShaderBlock size (blocksize).
  • Change lovr.filesystem.mount to accept a path inside the archive to mount.
  • Change the depth flag of lovr.graphics.newCanvas to additionally accept a table with format and readable keys for creating a Canvas with a readable depth buffer.
  • Change Animator functions to accept both animation names and indices.
  • Change DrawMode to DrawStyle and MeshDrawMode to DrawMode (enum values are unchanged).
  • Change DepthFormat to be merged into TextureFormat (enum values are unchanged).
  • Change lovr.graphics.newCanvas to create Textures with the clamp TextureWrap.
  • Change Font:setPixelDensity to accept nil to reset the density to the default.
  • Change the computeshaders graphics feature to compute.
  • Change the default font to Varela Round.
  • Change lovr.getOS to return Android on Android.
  • Change build system to be more modular and configurable. Modules can be individually included or excluded, and it's possible to choose whether to use libraries already on the system or compile them from the deps folder.

Fix:

  • Fix a bug where lovr.filesystem.unmount was not exposed.
  • Fix a memory corruption when using Channel:peek.
  • Fix a bug where Microphones wouldn't clean up properly when they were destroyed.
  • Fix fonts to render tabs as four spaces instead of...whatever they were doing.

Remove:

  • Remove Transform objects (use mat4 instead).
  • Remove support for importing FBX models (fbx2gltf can be used to convert to glTF).
  • Remove VertexData.
  • Remove most of the ModelData API.
  • Remove Model:getMesh.
  • Remove replace BlendMode.
  • Remove Mesh:drawInstanced and Model:drawInstanced (draw takes an instance count now).
  • Remove lovr.headset.setMirrored, lovr.headset.isMirrored, and the t.headset.mirror flag.
  • Remove variant of lovr.headset.getPose (and getPosition/getOrientation) that took a HeadsetEye.
  • Remove ShaderBlock:isWritable (use ShaderBlock:getType).
  • Remove Canvas:getDepthFormat (use Canvas:getDepthTexture instead).

v0.11.0

5 years ago

Community

Framework

Add:

  • Add Microphone objects, lovr.audio.getMicrophoneNames, and lovr.audio.newMicrophone.
  • Add SoundData objects for accessing individual samples of sound files and Source:getType.
  • Add support for compute shaders via lovr.graphics.newComputeShader and lovr.graphics.compute.
  • Add ShaderBlock objects for efficiently sending large amounts of data to Shaders.
  • Add AudioStream:decode to decode a chunk of audio and return it as a SoundData.
  • Add a new lineloop value for MeshDrawMode.
  • Add lovr.math.noise for perlin noise.
  • Support requireing C libraries (.dll, .so) files as LÖVR modules.
  • Add Material:setTransform and Material:getTransform for using subregions of textures or applying other texture coordinate transformations.
  • Add Texture:getMipmapCount.
  • Add support for new Texture/Canvas formats: rgba4, r16f, r32f, rg16f, rg32f, rgb5a1, rgb10a2.
  • Add support for loading HDR image files in unclipped floating point texture formats.
  • Add Texture:getFormat.
  • Add conf.headset.msaa to control the antialiasing of the headset Canvas (it can be different from the MSAA of the desktop window now).
  • Add lovr.graphics.getSupported so you can figure out if compute shaders are supported.

Change:

  • Change rendering to use single pass stereo rendering on supported graphics cards. This renders both eyes at the same time which should reduce CPU usage and nearly double rendering performance.
  • Change fonts to use stb_truetype instead of FreeType, which seems to improve text quality.
  • Change lovr.audio.newSource to accept a SourceType so you can create a Source backed by either an AudioStream or a SoundData.
  • Change lovr.graphics.newShader to accept Blobs containing shader source code.
  • Change lovr.filesystem.getRequirePath and lovr.filesystem.setRequirePath to support C require paths.
  • Change the default lovr.filesystem to look in lua_modules for Lua modules for better luarocks integration.
  • Change Texture:replacePixels to accept an x/y offset and a mipmap level to replace.
  • Change Texture:getWidth, Texture:getHeight, and Texture:getDimensions to accept an optional mipmap level.
  • Change lovr.graphics.newShader to work with strings longer than 8,192 characters.
  • Change lovr.data.newTextureData to support an optional texture format.
  • Change Transform:getMatrix to accept a table to fill with values.

Fix:

  • Fix an issue where the no game screen's conf.lua wasn't loading properly.
  • Fix lovr.event.push to work with custom event names.
  • Fix lovr.graphics.getBlendMode to report correct values.
  • Fix various memory leaks.

Remove:

  • Remove AudioStream:seek.
  • Remove support for COLLADA models.
  • Remove support for loading tga, bmp, and gif textures.

v0.10.0

5 years ago

Community

Framework

Add:

  • Add the lovr.thread module, Thread objects, Channel objects, and the lovr.threaderror callback.
  • Add the ability to render to multiple Canvas objects simultaneously and lovr.graphics.getCanvas and lovr.graphics.setCanvas.
  • Add support for 2D array textures and 3D volume textures.
  • Add the lovr.mount callback and lovr.headset.isMounted for detecting when/if the headset is on a head.
  • Add lovr.data module and AudioStream, ModelData, Rasterizer, TextureData, and VertexData objects.
  • Add a variant of lovr.event.quit that restarts instead of quitting.
  • Add Texture:replacePixels for modifying Texture contents.
  • Add variants of lovr.graphics.clear for clearing the depth and stencil buffers to custom values.
  • Add a second parameter to lovr.graphics.setDepthTest for controlling whether the depth buffer is written to.
  • Add ModelData:getVertexData for access to raw vertex data in models.
  • Add new MaterialTextures for PBR maps: emissive, metalness, roughness, occlusion, and normal. They are loaded for new Models by default.
  • Add MaterialScalar, Material:getScalar, and Material:setScalar for metalness and roughness properties.
  • Add an emissive MaterialColor.
  • Add a mipmaps flag to lovr.graphics.newTexture and lovr.graphics.newCanvas.
  • Add lovr.audio.getDopplerEffect and lovr.audio.setDopplerEffect (removed in a previous version).
  • Add lovrTangent as a vec3 accessible to Shaders and load tangents from Models.
  • Add Mesh:attachAttributes and Mesh:detachAttributes for improved instancing support.
  • Add lovr.filesystem.getRequirePath and lovr.filesystem.setRequirePath.
  • Add lovr.filesystem.getWorkingDirectory.
  • Add Canvas:newTextureData for reading pixel data from Canvas objects.

Change:

  • Change lovr.timer.getFPS to average over the last 90 frames instead of 60.
  • Change lovr.graphics.newCanvas to error when given negative/zero sizes.
  • Change Canvas:renderTo to error if a function isn't supplied to it.
  • Change Canvas:renderTo to pass extra arguments to the render callback.
  • Change lovr.graphics.plane to accept separate x/y scales for the plane.
  • Change Source:getChannels to Source:getChannelCount.
  • Change the fake headset driver to use right click instead of left click for the controller trigger.
  • Change lovr.controllerpressed and lovr.controllerreleased to pass nil instead of 'unknown' for unknown controller buttons.
  • Change lovr.graphics.newMesh and Mesh:setVertices to accept a VertexData object to load vertices from.
  • Change Mesh:setVertexMap to accept a Blob for fast vertex map updating.
  • Change Shader:send to accept a Blob for updating Shaders with arbitrary binary data.
  • Change Collider:getShapeList to Collider:getShapes.
  • Change Collider:getJointList to Collider:getJoints and also fix it.
  • Change the fake headset driver to respect the lovr.headset.setMirrored function.
  • Change the default window size.
  • Change the main loop to a cooperative coroutine-based loop.
  • Change Blob:getFilename to Blob:getName.

Fix:

  • Fix sphere UV coordinates to be flipped for correct texture mapping.
  • Fix issues with transforms of non-animated models.
  • Fix require when used with dot-separated module paths.
  • Fix a bug where conf.lua would be loaded from the working directory if one wasn't present in the project.
  • Fix a crash when lovr.headset.getDisplayDimensions was called before the first frame was rendered.
  • Fix Joint:getType returning nil for DistanceJoints.
  • Fix Texture:setFilter not doing anything for cubemap textures.
  • Fix a bug where sources would sometimes not be able to play again after ending.
  • Fix lovr.audio.newSource to show an error message when passed an invalid file.
  • Fix an edge case in quaternion interpolation that caused some animations with rotations to be bad.
  • Fix Model:getAABB.
  • Fix the winding order of cubes rendered with lovr.graphics.cube.
  • Fix lovr.load to correctly pass in the argument table.

Remove:

  • Remove the lovr.step callback. It is now returned from lovr.run.
  • Remove lovr.headset.getBoundsGeometry.
  • Remove lovr.headset.isPresent.
  • Remove the ability to modify the view matrix and the MatrixType enum.
  • Remove the variant lovr.graphics.plane(texture) for drawing fullscreen quads, it has its own lovr.graphics.fill function now.
  • Remove a variant of lovr.filesystem.newBlob that creates a Blob from a string, use lovr.data.newBlob instead.

v0.9.1

6 years ago

Add:

  • Add Canvas objects.
  • Add floating point texture formats.
  • Add official support for Windows Mixed Reality headsets through OpenVR.
  • Add lovr.graphics.stencil, lovr.graphics.getStencilTest, and lovr.graphics.setStencilTest.
  • Add lovr.headset.getPose and Controller:getPose.
  • Add lovr.graphics.getStats.

Change:

  • Change error messages to be better when requiring or loading files that don't exist.

Fix:

  • Fix a bug where updating array uniforms wasn't working.
  • Fix a bug where animations had their weight initially set to 0.
  • Fix a bug where controller render models weren't working properly.

Remove:

  • Remove Texture:renderTo and variants of lovr.graphics.newTexture that created framebuffers.
  • Remove lovr.headset.getEyePosition. An HeadsetEye can now optionally be specified as the first argument to lovr.headset.getPosition, lovr.headset.getOrientation, and lovr.headset.getPose.