LÖVR v0.17.0, codename Tritium Gourmet, was released on October 14th, 2023. This version has been 364 days in the making, with 555 commits from 9 authors.
This release includes tons of bugfixes and usability improvements for the new graphics module, along with the following new features:
TerrainShape, for 3D heightfields in physics simulationsThis is a massive release with lots to chew on, so let's break things down into atomic, bite-sized pieces!
With passthrough, you can now layer a view of the real world underneath whatever your project
renders. This is great for mixed reality experiences, or just as a way to avoid tripping over
furniture and punching walls. To enable it, just call lovr.headset.setPassthrough(true).

LÖVR also sets OpenXR blend modes now, which means projects will render properly on AR devices like the Magic Leap and HoloLens.
Model now supports blend shapes! These are often used for facial animation or other types of mesh
squishing, which is difficult to implement with skeletal animation. Model:setBlendShapeWeight
sets the weight of a blend shape, and weights can be animated with keyframe animations as well.
They also use compute shaders instead of vertex shaders. This means:
Thick rounded rectangles are a very common shape to use for UI in VR. Previously we all had to
generate meshes, import them as models, use SDF shaders, or piece them together with cylinders and
boxes. Now, Pass:roundrect is built in!

Pictured above is chui, a UI library made entirely of these rounded rectangles.
TerrainShape is a new physics shape that lets you add heightfields to physics simulations. Terrain
can be provided as an Image, or as a Lua function for procedural terrain.
Also, if you need a simple ground plane, you can just pass a size to get flat terrain. It's much more convenient than messing around with a box collider.
Frustum culling is an optimization that skips rendering objects that are out of view. For 3D scenes with content surrounding the player, this is a quick way to reduce GPU overhead, especially when objects have lots of vertices.
Frustum culling can be enabled using Pass:setViewCull. Any object with a bounding box will be
culled against the cameras, including Model objects and most shape primitives. Mesh objects can
compute their bounding boxes with Mesh:computeBoundingBox.
There are 2 new builtin plugins and a new module:
http plugin does HTTP requests, with support for HTTPS.enet plugin is a UDP networking library (back as a plugin).utf8 module backports the utf8 library from Lua 5.3.The cool part about having these as plugins is that they are 100% optional -- you can delete the library files if you don't need them and LÖVR will still work fine.
Previously, APK downloads were only compatible with the Oculus Quest. In v0.17.0 LÖVR switched to a "universal" APK system where multiple OpenXR loaders are bundled in a single APK. As a result, APKs will now work on most if not all Android-based headsets. This does increase file size a bit, but it should be alleviated as more vendors converge on the standard OpenXR loader.
There's a handy new Shader:getBufferFormat method which will parse the format of a buffer from
shader code. This means you don't need to type out the buffer's format again in Lua and keep it in
sync with the shader code:
format = shader:getBufferFormat('mybuffer')
buffer = lovr.graphics.newBuffer(format, data)
Buffer formats and shader constants now support nested structure and array types. Buffer fields can also have names, and buffer data can be given as key-value pairs instead of only lists of numbers.
Finally, you can also send a table directly to a uniform buffer variable instead of needing to create a buffer first.
pass:send('lightData', { position = vec3(x, y, z), color = 0xffffee })
The graphics module has been streamlined a bit as we shake out the new Vulkan renderer.
Temporary Buffer/Pass objects were really tricky due to the way they got invalidated whenever
lovr.graphics.submit was called:
pass = lovr.graphics.getPass('render', canvas)
-- do stuff with pass
lovr.graphics.submit(pass)
pass:cube() --> Error! Can't use the pass after it's submitted!
This version, lovr.graphics.getBuffer and lovr.graphics.getPass have been deprecated and
replaced by lovr.graphics.newBuffer and lovr.graphics.newPass. These "permanent" types behave
like all other objects, and you can call lovr.graphics.submit without messing them up.
For passes, instead of getting a new one every frame, you can create it once and call Pass:reset
at the beginning of a frame to reset it to a fresh state. There's also the option of recording its
draws once and submitting it over and over again, to reduce the Lua overhead of recording draws.
Passes no longer have a "type" that defines what commands can be recorded on them. Instead, all
Pass objects can receive both graphics and compute work, with computes running before the draws
whenever the pass is submitted.
For transfers, these methods have been moved onto Buffer and Texture objects themselves. So if
you want to change the data in a Buffer, call Buffer:setData. Uploading to a Texture is
Texture:setPixels. There's no need for a dedicated transfer pass. The transfers happen in order
and finish before subsequent graphics submissions.
-- Old
local pass = lovr.graphics.getPass('transfer')
pass:copy(image, texture)
lovr.graphics.submit(pass)
-- New
texture:setPixels(image)
The Mesh object has returned! This is mostly a convenience object that holds a vertex and index
buffer, a Material, draw range, and bounding box. Pass:mesh still exists as a lower-level way
to draw meshes with Buffer objects.
This is a small change, but there's a new Pass:barrier function that lets you sequence multiple
compute shader dispatches within a pass. Since computes within a pass all ran at the same time, you
previously had to use multiple Pass objects to get computes to wait for each other, which is costly.
With Pass:barrier, all computes before the barrier will finish before further compute work starts.
pass:setShader(computer)
pass:compute()
pass:compute()
pass:barrier()
pass:compute() --> this compute will wait for the first two
The headset module can now be used in headless mode (spooky!). This means it will still work even when the graphics module is disabled. The intended use case is for console applications that don't need to render anything but still want to use pose data. Note that this only works on certain XR runtimes -- currently monado and SteamVR are known to work.
The headset simulator incorporated changes from the
lovr-mousearm library. The virtual hand is now
placed at the projected mouse position, and the scroll wheel can be used to control the hand
distance. The shift key can also be used to "sprint", which is great for moving through large
worlds.
Mouse input has been added to lovr.system. You'll find the following new methods and callbacks:
lovr.system.getMouseXlovr.system.getMouseYlovr.system.getMousePositionlovr.system.isMouseDownlovr.mousepressedlovr.mousereleasedlovr.mousemovedlovr.wheelmovedYou might not need the lovr-mouse library anymore!
Recording GPU timing info is now as simple as calling lovr.graphics.setTimingEnabled. Stats will
be made available via Pass:getStats, with a frame or two of delay. Timing stats are also active
by default when t.graphics.debug is set.
Pixel tallies (occlusion queries) also have a new revamped API. Instead of using a Tally object
and a transfer pass, Pass:beginTally and Pass:finishTally will start and stop an occlusion
query. The results for tallies can be copied to a Buffer after the Pass with Pass:setTallyBuffer.
There are also a bunch of small improvements worth mentioning.
Drawing a texture on a plane no longer requires a call to Pass:setMaterial. Instead, Pass:draw
can take a Texture:
-- Old
pass:setMaterial(texture)
pass:plane(x, y, z, w, h)
pass:setMaterial()
-- New
pass:draw(texture, x, y, z, w)
All objects now have the Object:type method to return their type name as a string.
There's a new Image:mapPixel function which is an easier way to set all the pixels of an Image.
Shaders now support #include to load shader code from LÖVR's filesystem.
When t.graphics.debug is set, shaders include debug info now. This allows graphics debugging
tools like RenderDoc to inspect variables in a shader and step through each line interactively.
Vectors have capitalized constructors to create permanent vectors, e.g. Vec3 can be used in
addition to vec3.
Vectors also have named constants: vec3.up, vec4.one, etc.
Physics has World:queryBox and World:querySphere to query all the Shapes that intersect a
volume.
LÖVR's Slack is now deprecated because Slack held our messages hostage! We migrated all the chat
history over to a Matrix homeserver hosted on #community:lovr.org and
bridged everything to a new Discord server. Keeping the source of truth for chat on a self-hosted,
open source platform ensures the community is hopefully a bit more resilient to future corporate
monkey business.
Speaking of corporate monkey business, LÖVR has entrenched itself further into the GitHub ecosystem by adding continuous builds via GitHub Actions! This means us mere mortals can have up-to-date builds for all platforms without touching CMake or the Android SDK.
For the remaining masochists among us who choose to build LÖVR from source, there has been a change
to the branching system. The dev branch is now the default branch, and master has been renamed
to stable. The development workflow otherwise remains the same, where new features go into dev
and bugfixes are made on stable. The following commands will update a local clone:
$ git branch -m master stable
$ git fetch origin
$ git branch -u origin/stable stable
$ git remote set-head origin -a
enet plugin.http plugin.utf8 module.:type method to all objects and vectors.--graphics-debug command line option, which sets t.graphics.debug to true.lovr.audio.getDevice.Image:mapPixel.Blob:getString that takes a byte range.Blob:getI8/getU8/getI16/getU16/getI32/getU32/getF32/getF64.lovr.filesystem.load to restrict chunks to text/binary.Pass:roundrect.Pass:cone that takes two vec3 endpoints.Pass:draw that takes a Texture.Pass:setViewCull to enable frustum culling.Model:getBlendShapeWeight, and Model:setBlendShapeWeight.Model(Data):getBlendShapeCount, Model(Data):getBlendShapeName.Shader:getBufferFormat.Mesh object (sorry!).Model:clone.materials flag to lovr.graphics.newModel.lovr.graphics.isInitialized (mostly internal).depthResolve feature to lovr.graphics.getFeatures.Texture:newView that creates a 2D slice of a layer/mipmap of a texture.Pass:send that takes tables for uniform buffers.Buffer:getData and Buffer:newReadback.Texture:getPixels/setPixels/clear/newReadback/generateMipmaps.t.graphics.debug is set.lovr.graphics.is/setTimingEnabled to record GPU durations for each Pass object.lovr.graphics.newPass.Pass:setCanvas and Pass:setClear.Pass:getStats.Pass:reset.Pass:getScissor and Pass:getViewport.Pass:barrier.Pass:beginTally/finishTally and Pass:get/setTallyBuffer.#include in shader code.lovr.headset.getPassthrough/setPassthrough/getPassthroughModes.hand/*/pinch, hand/*/poke, and hand/*/grip Devices.lovr.headset when lovr.graphics is disabled, on supported runtimes.elbow/left and elbow/right poses on Ultraleap hand tracking.lovr.headset.getDirection.lovr.headset.isVisible and lovr.visible callback.lovr.recenter callback.floor Device.t.headset.seated and lovr.headset.isSeated.lovr.headset.stopVibration.radius fields to joint tables returned by lovr.headset.getSkeleton.Vec2, Vec3, Vec4, Quat, Mat4).Vec3:transform, Vec4:transform, and Vec3:rotate.vec3.up, vec2.one, quat.identity, etc.).Mat4:getTranslation/getRotation/getScale/getPose.Vec3:set that takes a Quat.Mat4:reflect.TerrainShape.World:queryBox and World:querySphere.World:getTags.Shape:get/setPose.lovr.physics.newMeshShape function.Collider:isDestroyed.lovr.system.wasKeyPressed/wasKeyReleased.lovr.system.getMouseX, lovr.system.getMouseY, and lovr.system.getMousePosition.lovr.system.isMouseDown.lovr.mousepressed, lovr.mousereleased, lovr.mousemoved, and lovr.wheelmoved callbacks.lovr.system.has/setKeyRepeat.Channel:push and Channel:pop.lovr.graphics.submit to no longer invalidate Pass objects.Pass:setBlendMode/Pass:setColorWrite to take an optional attachment index.lovr.graphics.newModel to work when the asset references paths starting with ./.lovr.graphics.newModel to error when the asset references paths starting with /.lovr.graphics.newBuffer to take format first instead of length/data.Pass:setStencilWrite to only set the "stencil pass" action when given a single action, instead of all 3.lovr.graphics to show a message box on Windows when Vulkan isn't supported.JNI_OnLoad on Android so plugins can use JNI.t.headset.overlay to also support numeric values to control overlay sort order.World:isCollisionEnabledBetween to take nils, which act as wildcard tags.Mat4:__tostring to print matrix components.World:raycast to prevent subsequent checks when the callback returns false.lovr.system.isKeyDown to take multiple keys.lovr.headset.isDown/isTouched to return nil instead of nothing.lovr.headset.getTime to always start at 0 to avoid precision issues.lovr.headset.getDriver to also return the OpenXR runtime name.pitchable flag in lovr.audio.newSource to default to true.Buffer:setData, Buffer:clear, and Buffer:getPointer to work on permanent Buffers.lovr.timer.sleep to have higher precision on Windows.lovr.headset.animate to no longer require a Device argument (current variant is deprecated).lovr.physics.newBoxShape always creating a cube.MeshShape not working properly with some OBJ models.Model:getNodeScale to properly return the scale instead of the rotation.Mat4:set and Mat4 constructors to properly use TRS order when scale is given.lovr.graphics.newShader to work with nil shader code (uses unlit shader).t.graphics.debug is set but the validation layers aren't installed.Pass:setProjection to use an infinite far plane by default.Texture:hasUsage.Pass:points / Pass:line to work with temporary vectors.lovr.event.quit to properly exit on Android/Quest.lovr.filesystem.getDirectoryItems.lovr.graphics.newShader to error properly if the push constants block is too big.lovr.log to not print second string.gsub result.lovr.data.newImage wouldn't initialize empty Image object pixels to zero.Model:getMaterial to work when given a string.Vec3:angle would sometimes return NaNs.normalMap shader flag was set).DistanceJoint:getAnchors.Material:getProperties returned an incorrect uvScale.lovr.graphics.newMaterial.Pass:capsule didn't render anything when its length was zero.t.window = nil wasn't working as intended.lovr.graphics.getPass (lovr.graphics.newPass should be used instead).Pass:getType. All Pass objects support both compute and rendering (computes run before draws).Pass:getTarget (renamed to Pass:getCanvas).Pass:getSampleCount (Pass:getCanvas returns a samples key).lovr.graphics.getBuffer (Use lovr.graphics.newBuffer or tables).lovr.graphics.newBuffer that takes length/data as the first argument (put format first).lovr.headset.get/setDisplayFrequency (it's named lovr.headset.get/setRefreshRate now).lovr.headset.getDisplayFrequencies (it's named lovr.headset.getRefreshRates now).lovr.headset.getOriginType (use lovr.headset.isSeated).lovr.headset.animate that takes a Device argument (just pass the Model now).Buffer:getPointer (renamed to Buffer:mapData).transfer passes (methods on Buffer and Texture objects can be used instead).Pass:copy (use Buffer:setData and Texture:setPixels).Pass:read (use Buffer:newReadback and Texture:newReadback).Pass:clear (use Buffer:clear and Texture:clear).Pass:blit (use Texture:setPixels).Pass:mipmap (use Texture:generateMipmaps).Tally (use lovr.graphics.setTimingEnabled or Pass:beginTally/finishTally).lovr.event.pump (it's named lovr.system.pollEvents now).t.headset.offset (use t.headset.seated).mipmaps flag from render passes (they always regenerate mipmaps now).