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5 changes: 0 additions & 5 deletions .changeset/auto-enter-vr.md

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6 changes: 0 additions & 6 deletions .changeset/cold-toys-arrive.md

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6 changes: 0 additions & 6 deletions .changeset/cors-signalling-api.md

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6 changes: 0 additions & 6 deletions .changeset/double-click-release.md

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9 changes: 0 additions & 9 deletions .changeset/heavy-masks-mate.md

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5 changes: 0 additions & 5 deletions .changeset/mediasoup-sdp-bridge-3.10.md

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5 changes: 0 additions & 5 deletions .changeset/mouse-capture-outside-video.md

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9 changes: 0 additions & 9 deletions .changeset/quiet-foxes-dance.md

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8 changes: 8 additions & 0 deletions Common/CHANGELOG.md
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# @epicgames-ps/lib-pixelstreamingcommon-ue5.6

## 0.1.5

### Patch Changes

- c3e46a8: - Addressing security issues raised by dependabot. (glob, js-yaml, playwright)
- Added lint npm script to the root project. Running `npm run lint` will now run linting over all packages.
- 5696f2e: Make `npm run lint` work regardless of the directory it's invoked from. Each workspace's `eslint.config.mjs` now pins `parserOptions.tsconfigRootDir` to `import.meta.dirname`, so `parserOptions.project` resolves relative to the config file's own directory rather than whichever CWD `typescript-eslint` happens to pick by default. Previously the six workspace configs prefixed `project` with the workspace directory (e.g. `'Common/tsconfig.cjs.json'`), which only worked under one specific `typescript-eslint` version's resolution behavior and broke CI when run from within the workspace.

## 0.1.4

### Patch Changes
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2 changes: 1 addition & 1 deletion Common/package.json
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{
"name": "@epicgames-ps/lib-pixelstreamingcommon-ue5.7",
"version": "0.1.4",
"version": "0.1.5",
"description": "Common utilities library for Unreal Engine 5.7 Pixel Streaming",
"main": "dist/cjs/pixelstreamingcommon.js",
"module": "dist/esm/pixelstreamingcommon.js",
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7 changes: 7 additions & 0 deletions Extras/mediasoup-sdp-bridge/CHANGELOG.md
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@@ -0,0 +1,7 @@
# @epicgames-ps/mediasoup-sdp-bridge

## 1.0.6

### Patch Changes

- 2af38ec: Make `mediasoup-sdp-bridge` importable against `mediasoup-client` 3.10.x (#685). Internal subpaths under `mediasoup-client/lib/...` were hidden by the `exports` field added in 3.8.0, breaking `import * as MsSdpUtils from "mediasoup-client/lib/handlers/sdp/commonUtils"` etc. with `ERR_PACKAGE_PATH_NOT_EXPORTED`. The imports now use the public paths exposed since 3.10.0 (`mediasoup-client/handlers/sdp/commonUtils`, `mediasoup-client/handlers/sdp/RemoteSdp`, `mediasoup-client/handlers/sdp/unifiedPlanUtils`, `mediasoup-client/ortc`) and the publicly re-exported `IceCandidate` from `mediasoup-client/types`. The peerDependency is tightened to `>=3.10.0 <3.11.0` to flag the supported range — 3.11 added a mandatory third arg to `getExtendedRtpCapabilities` and 3.16 renamed `validateRtpCapabilities`, both of which need follow-up work before they can be supported. The unsupported `extmapAllowMixed` option on `RemoteSdp.send` was removed.
2 changes: 1 addition & 1 deletion Extras/mediasoup-sdp-bridge/package.json
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@@ -1,7 +1,7 @@
{
"name": "@epicgames-ps/mediasoup-sdp-bridge",
"private": true,
"version": "1.0.5",
"version": "1.0.6",
"description": "Node.js library to allow integration of SDP based clients with mediasoup",
"contributors": [
"Iñaki Baz Castillo <ibc@aliax.net> (https://inakibaz.me)",
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19 changes: 19 additions & 0 deletions Frontend/library/CHANGELOG.md
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# @epicgames-ps/lib-pixelstreamingfrontend-ue5.6

## 0.3.0

### Minor Changes

- 9a3404c: Add an `AutoEnterVR` config flag (#461). When enabled, the player checks for `immersive-vr` support after the video is initialized and requests the WebXR session automatically. Default is off. Note: browsers may require a user gesture to start a WebXR session; in flows where there is no pending gesture (for example, a fresh-page-load `AutoConnect`) the request can still be rejected and the player will log a warning.
- 72c5c53: Added Viewport Resolution Scale parameter to request higher resolution streams on small screens

### Patch Changes

- e120706: Synthesize a `MouseUp` after `MouseDouble` in both mouse controllers so the streamer's pressed-button state stays balanced after a double-click (#10). The plugin treats `MouseDouble` as a press-class event (`RoutePointerDoubleClickEvent` / `IGenericApplicationMessageHandler::OnMouseDoubleClick`) but never synthesizes a release; the browser's preceding `mouseup` was already consumed by the prior `MouseUp`, so UE was left thinking the button was still held — manifesting, for example, as camera pans that latched on after a double-click. Behaviour is gated on the new `MouseDoubleClickAutoRelease` flag (default on); disable it via `?MouseDoubleClickAutoRelease=false` or the settings panel to restore pre-fix behaviour for projects that handle the doubleclick release themselves.
- c3e46a8: - Addressing security issues raised by dependabot. (glob, js-yaml, playwright)
- Added lint npm script to the root project. Running `npm run lint` will now run linting over all packages.
- 1a2a621: Map the macOS Command (and Windows Meta) keys to UE keycodes 91 (`LeftWindowKey`) and 92 (`RightWindowKey`). `KeyCodes.ts` now contains `MetaLeft`/`MetaRight` (and the legacy `OSLeft`/`OSRight`) entries, and `KeyboardController.getKeycode` normalizes the right-Cmd code so it no longer collides with `ContextMenu` (93) on browsers that report `keyCode === 93` for it, and so Firefox-on-Mac (which reports `keyCode === 224` for both Cmds) is also handled. Frontend portion of issue #276 — UE-side support for these key codes is tracked separately.
- d932cd9: Fix mouse-button-held tracking so dragging outside the video element keeps sending move and release events to UE (#349). When a button is pressed on the hovering mouse controller, `mousemove`/`mouseup` are temporarily moved from the video element to `window`, with coordinates re-computed against the video element's bounding rect. When all buttons are released, the listeners switch back to the element. This prevents the engine from being left with a stuck button when the user releases outside the video — common with `DefaultViewportMouseCaptureMode=CaptureDuringMouseDown`.
- 5696f2e: Make `npm run lint` work regardless of the directory it's invoked from. Each workspace's `eslint.config.mjs` now pins `parserOptions.tsconfigRootDir` to `import.meta.dirname`, so `parserOptions.project` resolves relative to the config file's own directory rather than whichever CWD `typescript-eslint` happens to pick by default. Previously the six workspace configs prefixed `project` with the workspace directory (e.g. `'Common/tsconfig.cjs.json'`), which only worked under one specific `typescript-eslint` version's resolution behavior and broke CI when run from within the workspace.
- Updated dependencies [c3e46a8]
- Updated dependencies [5696f2e]
- @epicgames-ps/lib-pixelstreamingcommon-ue5.7@0.1.5

## 0.2.2

### Patch Changes
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4 changes: 2 additions & 2 deletions Frontend/library/package.json
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@@ -1,6 +1,6 @@
{
"name": "@epicgames-ps/lib-pixelstreamingfrontend-ue5.7",
"version": "0.2.2",
"version": "0.3.0",
"description": "Frontend library for Unreal Engine 5.7 Pixel Streaming",
"main": "dist/cjs/pixelstreamingfrontend.js",
"module": "dist/esm/pixelstreamingfrontend.js",
Expand Down Expand Up @@ -33,7 +33,7 @@
"@types/node": "^22.14.0"
},
"dependencies": {
"@epicgames-ps/lib-pixelstreamingcommon-ue5.7": "^0.1.4",
"@epicgames-ps/lib-pixelstreamingcommon-ue5.7": "^0.1.5",
"sdp": "^3.2.0"
},
"repository": {
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21 changes: 21 additions & 0 deletions Frontend/ui-library/CHANGELOG.md
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@@ -1,5 +1,26 @@
# @epicgames-ps/lib-pixelstreamingfrontend-ui-ue5.6

## 0.2.0

### Minor Changes

- 72c5c53: Added Viewport Resolution Scale parameter to request higher resolution streams on small screens

### Patch Changes

- e120706: Synthesize a `MouseUp` after `MouseDouble` in both mouse controllers so the streamer's pressed-button state stays balanced after a double-click (#10). The plugin treats `MouseDouble` as a press-class event (`RoutePointerDoubleClickEvent` / `IGenericApplicationMessageHandler::OnMouseDoubleClick`) but never synthesizes a release; the browser's preceding `mouseup` was already consumed by the prior `MouseUp`, so UE was left thinking the button was still held — manifesting, for example, as camera pans that latched on after a double-click. Behaviour is gated on the new `MouseDoubleClickAutoRelease` flag (default on); disable it via `?MouseDoubleClickAutoRelease=false` or the settings panel to restore pre-fix behaviour for projects that handle the doubleclick release themselves.
- c3e46a8: - Addressing security issues raised by dependabot. (glob, js-yaml, playwright)
- Added lint npm script to the root project. Running `npm run lint` will now run linting over all packages.
- 5696f2e: Make `npm run lint` work regardless of the directory it's invoked from. Each workspace's `eslint.config.mjs` now pins `parserOptions.tsconfigRootDir` to `import.meta.dirname`, so `parserOptions.project` resolves relative to the config file's own directory rather than whichever CWD `typescript-eslint` happens to pick by default. Previously the six workspace configs prefixed `project` with the workspace directory (e.g. `'Common/tsconfig.cjs.json'`), which only worked under one specific `typescript-eslint` version's resolution behavior and broke CI when run from within the workspace.
- Updated dependencies [9a3404c]
- Updated dependencies [72c5c53]
- Updated dependencies [e120706]
- Updated dependencies [c3e46a8]
- Updated dependencies [1a2a621]
- Updated dependencies [d932cd9]
- Updated dependencies [5696f2e]
- @epicgames-ps/lib-pixelstreamingfrontend-ue5.7@0.3.0

## 0.1.3

### Patch Changes
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4 changes: 2 additions & 2 deletions Frontend/ui-library/package.json
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@@ -1,6 +1,6 @@
{
"name": "@epicgames-ps/lib-pixelstreamingfrontend-ui-ue5.7",
"version": "0.1.3",
"version": "0.2.0",
"description": "Reference frontend UI library for Unreal Engine 5.7 Pixel Streaming - gives the stock look and feel.",
"main": "dist/cjs/pixelstreamingfrontend-ui.js",
"module": "dist/esm/pixelstreamingfrontend-ui.js",
Expand All @@ -26,7 +26,7 @@
"typescript-eslint": "8.57.2"
},
"dependencies": {
"@epicgames-ps/lib-pixelstreamingfrontend-ue5.7": "^0.2.2",
"@epicgames-ps/lib-pixelstreamingfrontend-ue5.7": "^0.3.0",
"@babel/runtime": "^7.26.10",
"jss": "^10.10.0",
"jss-plugin-camel-case": "^10.10.0",
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16 changes: 16 additions & 0 deletions Signalling/CHANGELOG.md
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@@ -1,5 +1,21 @@
# @epicgames-ps/lib-pixelstreamingsignalling-ue5.6

## 0.3.0

### Minor Changes

- b0550d4: Add CORS support to the signalling web server. A new `IWebServerConfig.cors` option registers the `cors` Express middleware before the rate limiter and any route handlers, so that custom frontends hosted on a different origin can call the REST API (`--rest_api`) or any other route mounted on the app. Wilbur exposes this through a `--cors` CLI flag (default off) plus `--cors_allowed_origins`, `--cors_allowed_methods`, `--cors_allowed_headers`, and `--cors_credentials`. All four sub-options accept comma-separated values and read matching `cors*` keys from `config.json`. When `--cors` is set without an explicit origin list, all origins are allowed.
- 9308aa4: Make the REST API reachable when Wilbur is started with `--rest_api` but without `--serve`. Previously the Express app that hosts the `/api/*` routes was only bound to an HTTP listener inside the `serve` branch, so with `--serve=false --rest_api=true` the listener never started and requests were answered by the WebSocket upgrade handler on the player port (`426 Upgrade Required`). The HTTP listener now starts whenever `rest_api` or `serve` is set. Static file serving and the homepage route are gated by a new `IWebServerConfig.serveStatic` flag (the port listener runs independently of static serving), and the rate limiter is registered before any route handlers so the homepage and any downstream-registered routes are all rate-limited. Wilbur logs at startup which mode it is running in.

### Patch Changes

- c3e46a8: - Addressing security issues raised by dependabot. (glob, js-yaml, playwright)
- Added lint npm script to the root project. Running `npm run lint` will now run linting over all packages.
- 5696f2e: Make `npm run lint` work regardless of the directory it's invoked from. Each workspace's `eslint.config.mjs` now pins `parserOptions.tsconfigRootDir` to `import.meta.dirname`, so `parserOptions.project` resolves relative to the config file's own directory rather than whichever CWD `typescript-eslint` happens to pick by default. Previously the six workspace configs prefixed `project` with the workspace directory (e.g. `'Common/tsconfig.cjs.json'`), which only worked under one specific `typescript-eslint` version's resolution behavior and broke CI when run from within the workspace.
- Updated dependencies [c3e46a8]
- Updated dependencies [5696f2e]
- @epicgames-ps/lib-pixelstreamingcommon-ue5.7@0.1.5

## 0.2.1

### Patch Changes
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4 changes: 2 additions & 2 deletions Signalling/package.json
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@@ -1,6 +1,6 @@
{
"name": "@epicgames-ps/lib-pixelstreamingsignalling-ue5.7",
"version": "0.2.1",
"version": "0.3.0",
"description": "Basic signalling library for developers wishing to build applications that signal a Pixel Streaming application.",
"main": "dist/cjs/pixelstreamingsignalling.js",
"module": "dist/esm/pixelstreamingsignalling.js",
Expand Down Expand Up @@ -49,7 +49,7 @@
"ws": "^8.18.0"
},
"peerDependencies": {
"@epicgames-ps/lib-pixelstreamingcommon-ue5.7": "^0.1.4"
"@epicgames-ps/lib-pixelstreamingcommon-ue5.7": "^0.1.5"
},
"repository": {
"type": "git",
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