@needle-tools/engine 3.10.3-beta → 3.10.4-beta

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package/CHANGELOG.md CHANGED
@@ -4,6 +4,9 @@ All notable changes to this package will be documented in this file.
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  The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
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  and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
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+ ## [3.10.4-beta] - 2023-07-24
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+ - Fix: activating UI elements in VR not applying transform
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+
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  ## [3.10.3-beta] - 2023-07-21
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  - Fix: AnimatorController error caused by missing animationclip
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  - Fix: next.js webpack versions plugin
@@ -64854,7 +64854,7 @@ const Bk = oA("debuguilayout"), t2 = class extends ly {
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  B(this, "onBeforeRenderRoutine", () => {
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  var A, e, t, g;
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  if (this.context.isInVR) {
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- (A = this.shadowComponent) == null || A.updateMatrixWorld(!0), (e = this.shadowComponent) == null || e.updateWorldMatrix(!0, !0), pI.ensureUpdateMeshUI(ok, this.context);
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+ this.onUpdateRenderMode(), this.handleLayoutUpdates(), (A = this.shadowComponent) == null || A.updateMatrixWorld(!0), (e = this.shadowComponent) == null || e.updateWorldMatrix(!0, !0), pI.ensureUpdateMeshUI(ok, this.context);
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  return;
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  }
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  this.previousParent = this.gameObject.parent, this.renderOnTop || this.screenspace ? this.gameObject.removeFromParent() : (this.onUpdateRenderMode(), this.handleLayoutUpdates(), (t = this.shadowComponent) == null || t.updateMatrixWorld(!0), (g = this.shadowComponent) == null || g.updateWorldMatrix(!0, !0), pI.ensureUpdateMeshUI(ok, this.context));
@@ -64854,7 +64854,7 @@ const qS = se("debuguilayout"), Sz = class extends vx {
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  u(this, "onBeforeRenderRoutine", () => {
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  var e, t, i, s;
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  if (this.context.isInVR) {
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- (e = this.shadowComponent) == null || e.updateMatrixWorld(!0), (t = this.shadowComponent) == null || t.updateWorldMatrix(!0, !0), ar.ensureUpdateMeshUI(GS, this.context);
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+ this.onUpdateRenderMode(), this.handleLayoutUpdates(), (e = this.shadowComponent) == null || e.updateMatrixWorld(!0), (t = this.shadowComponent) == null || t.updateWorldMatrix(!0, !0), ar.ensureUpdateMeshUI(GS, this.context);
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  return;
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  }
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  this.previousParent = this.gameObject.parent, this.renderOnTop || this.screenspace ? this.gameObject.removeFromParent() : (this.onUpdateRenderMode(), this.handleLayoutUpdates(), (i = this.shadowComponent) == null || i.updateMatrixWorld(!0), (s = this.shadowComponent) == null || s.updateWorldMatrix(!0, !0), ar.ensureUpdateMeshUI(GS, this.context));