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CHANGELOG.md

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@@ -85,7 +85,7 @@ AR, hand tracking, compositor layers, immersive navigation (Quest only), Quest 2
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* Make msdf shader WebGL 2 compliant @arpu
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* Valve Index controller support @zach-capalbo
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* Cordova compatibility @benallfree
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* Change [look-controls](https://aframe.io/docs/1.0.0/components/look-controls.html#sidebar) `hmdEnable` property name to `magicWindowTrackingEnabled` @dmarcos
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* Change [look-controls](https://aframe.io/docs/1.0.0/components/look-controls.html#sidebar) `hmdEnabled` property name to `magicWindowTrackingEnabled` @dmarcos
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* Improve hand tracking pinch gesture accuracy @cesmoak (#4691)
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* Improve error handling when entering immersive mode (#4660) @federico-camonapp @dmarcos
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* Make text of [device permission ui component](https://aframe.io/docs/1.0.0/components/device-orientation-permission-ui.html#sidebar) dialogs configurable @dmarcos

CONTRIBUTING.md

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[slack]: https://aframe.io/slack-invite/
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[slack]: https://aframevr.slack.com/join/shared_invite/zt-f6rne3ly-ekVaBU~Xu~fsZHXr56jacQ
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[stackoverflow]: http://stackoverflow.com/questions/tagged/aframe
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Interested in contributing? As an open source project, we'd appreciate any help

README.md

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—
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<a href="https://aframe.io/school/">School</a>
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&mdash;
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<a href="https://aframe.io/slack-invite/">Slack</a>
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<a href="https://aframevr.slack.com/join/shared_invite/zt-f6rne3ly-ekVaBU~Xu~fsZHXr56jacQ">Slack</a>
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&mdash;
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<a href="https://aframe.io/blog/">Blog</a>
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&mdash;
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## Stay in Touch
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- To hang out with the community, [join the A-Frame Slack](https://aframe.io/slack-invite/).
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- To hang out with the community, [join the A-Frame Slack](https://aframevr.slack.com/join/shared_invite/zt-f6rne3ly-ekVaBU~Xu~fsZHXr56jacQ).
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- [Follow `A Week of A-Frame` on the A-Frame blog](https://aframe.io/blog).
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- [Follow @aframevr on Twitter](https://twitter.com/aframevr).
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- [Subscribe to the Newsletter](https://aframe.io/subscribe/).
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Get involved! Check out the [Contributing Guide](CONTRIBUTING.md) for how to get started.
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You can also support development by [buying a gorgeous A-Frame t-shirt with exclusive designs](https://teespring.com/stores/aframe)
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You can also support development by [buying a gorgeous A-Frame t-shirt with exclusive designs](https://cottonbureau.com/products/a-frame-og#/9479538/tee-men-standard-tee-vintage-black-tri-blend-s)
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## License
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dist/README.md

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```html
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<html>
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<head>
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<script src="https://cdn.jsdelivr.net/gh/aframevr/aframe@b7a2d32d744d5c3868b1afaf9bd59e2d7b6bdfa5/dist/aframe-master.min.js"></script>
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<script src="https://cdn.jsdelivr.net/gh/aframevr/aframe@72dc8cde5dd20d1e4402ff6b2005b8b45e168569/dist/aframe-master.min.js"></script>
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</head>
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<body>
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<a-scene>

dist/aframe-master.js

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dist/aframe-master.min.js

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dist/aframe-master.min.js.map

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docs/components/ar-hit-test.md

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---
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title: hit-test
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title: ar-hit-test
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type: components
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layout: docs
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parent_section: components
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source_code: src/components/hit-test.js
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source_code: src/components/ar-hit-test.js
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examples: []
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---
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| src | Image to use for the reticle | See: Assets |
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| type | 'footprint' or 'map' footprint is the shape of the model | "footprint" |
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| footprintDepth | Amount of the model used for the footprint, 1 is full height | 0.1 |
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| mapSize | If no target is set then this is the size of the map | 0.5 0.5 |
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## Events
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docs/components/background.md

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camera. There are no unexpected occlusions either with far objects that might
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be behind of the sphere geometry of `a-sky`.
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The background component can also generate a default environment cube map for all
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materials, this is useful in case you find GLB models end up too dark or reflective
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materials don't look right because they are not reflecting the environment this
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will provide a default reflective environment.
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## Scene Lighting and Lighting Estimation
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The background component will ensure that an environment map is generated from your surroundings using WebXR
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Lighting estimation in Augmented Reality if it is available.
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It will also create lights to match the lighting of the real world. So you should turn off any scene lights when the user enters AR using the `hide-on-enter-ar` component.
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These lights are a `directional` and a `probe` light. If your scene makes use of shadows
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from a directional light you can provide this as the `directionalLight` property and it
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will control that light instead of making it's own one. Once the user leaves AR this
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light may have a different color, intensity and position than when they entered AR as it has been
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altered by the lighting estimation.
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## Example
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The example below sets the background color to red and use lighting estimation for AR.
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```html
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<a-scene webxr="optionalFeatures: light-estimation;" background="color: red"></a-scene>
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<a-scene background="color: red"></a-scene>
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## Properties
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|----------------------------|-----------------------------------------------------------|-----------------|
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| color | Color of the scene background. | black |
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| transparent | Background is transparent. The color property is ignored. | false |
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| generateEnvironment | Whether to generate a default environment. | true |
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| environmentUpdateFrequency | How often to update the environment in seconds, 0 is off. | 0 |
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| directionalLight | Use an existing light for the AR lighting | null |

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