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Add client (/game engine) matrix #55
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Add client (/game engine) matrix #55
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I do think we need to do something with the tickboxes if the extension is supported through a (1st party) plugin. Probably need to add a flag for that. |
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Just some feedback from the Godot Integration Project meeting this morning. Seems to be an agreement this is a nice way to structure things, just need the other major engines to weigh in so the matrix has a purpose. One outstanding change we're looking into is making it possible to categorise the extension support so we can show the difference between extensions supported by the core, and which require additions. We do want to restrict the matrix by 1st party functionality. The suggestion I have is to extent the json as follows (note that the client json can deviate from the runtime json): In the client section we can now group the extensions by component name, and in the matrix we can show the ticks in different colors with maybe a tooltip with the component name. |
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Nice improvement! LGTM. |
fix syntax and schema Removed color option as discussed and allowed multiple components to be listed
Fixed client count, we don't want to count components Add XR_MNDX_egl_enable support to Godot
Added support for component notes Added XR_VIEW_CONFIGURATION_TYPE_PRIMARY_STEREO_WITH_FOVEATED_INSET to schemas Added some missing Godot entries Added notes and update support list Added spatial entities support to Godot
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At the request of Fred I've squashed a bundle of commits. tried to split where changes were made by others. Happy to squash it all into a single commit if that works better. |
Thank you Bastiaan, 10 commites look much better. Merging without squanshing now. Thanks so much to everyone who contributed ! |




Alternative to #44,
This adds a Client section that lists clients and adds a client matrix to our current layout:

Not very spectacular with just one engine in there.