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David Gilbert
Unreal-OpticalBench-Plugin
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Rendering
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Rendering
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master
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4.24
develop
feature/refactor
temp-optix-6
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Created with Raphaël 2.2.0
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Added new tablet tab that shows the detector screen as well.
feature/refactor
feature/refactor
- fixed target color LUT
Adjusted lookup table - blue now instead of purple, but still not black because unreal likes to eat pixels apparently
- fixed laser circle pattern
Fixed issues with zmx file parser
Merge branch 'feature/refactor' into 'develop'
4.24 develop
4.24 develop
- fixed lens variable update
- package version that runs reasonably fast in debug build
- added UOutlineStaticMeshComponent to not late-update the rotation of outline meshes, as 4.23 does not take absolute rotation into account for late updates
- Added optix component late update proxies to laser, general optix objects
- trying to pass late updated values to optix as well when things are grabbed by motioncontrollers
- Added "distance grab" basic version: if grip buttons are pressed and you're pointing at a far away object it gets highlighted. If then trigger is pressed it gets teleported close. Can be made way more smooth and user friendly.
- reverted laser trace only on scene change, as the detector needs a continuous laser trace
- fixed translation widgets not updating on drop
- removed unneeded validate check in trace
- fixed lens components not deleting the optix objects on removal
- fixed cuda intersection resource not correctly allocated, leading to a crash when cleaning
- major refactor
- added more documentation
- changed laser_target_material to ignore any hit program to fit to the new naming scheme
- changed naming scheme for lens shaders (todo: test)
- More refactoring
Started refactoring of native OptiX objects:
Merge branch 'feature/refactor' into 'develop'
- moved cuda init to game thread, seems to work and gets rid of a lot of reference clutter
- removed deprecated compile function in optixcontext
- changed optix rendering to write in one big buffer with only one launch instead of two separate launches
Starting refactoring and performance tests:
added custom stats events for unreal insights - makes performance debugging much easier
Merge branch 'Rendering' into 'master'
master
master
- fixed UI not rotating correctly
Rendering
Rendering
- changed grab to trigger button as well
- disabled natviz, needs to be enabled again - currently doesn't work with packaging tho
- Capture works now
- upgraded to optix 6.5
- improved memory leak
- adjusted rods to always be at the lowest point
small bugfixes
fixed laser selection
- scene data now loads correctly, needed a delay node to not crash, apparently optix doesn't like clearing and adding components in the same tick?
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