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  • Rendering
  • master default protected
  • 4.24
  • develop
  • feature/refactor
  • temp-optix-6
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Created with Raphaël 2.2.021Feb171054331Jan3029272423222120138718Nov428Oct22211410927Sep25231612119643226Aug20191252129Jul1512111098543221Jun191812729May27242087611Apr542128Mar2719181413121128Feb27121187531Jan30292822Added new tablet tab that shows the detector screen as well.feature/refactorfeature/refactor- fixed target color LUTAdjusted lookup table - blue now instead of purple, but still not black because unreal likes to eat pixels apparently- fixed laser circle patternFixed issues with zmx file parserMerge branch 'feature/refactor' into 'develop'4.24 develop4.24 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 refactoringStarted 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 launchesStarting refactoring and performance tests:added custom stats events for unreal insights - makes performance debugging much easierMerge branch 'Rendering' into 'master'mastermaster- fixed UI not rotating correctlyRenderingRendering- 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 pointsmall bugfixesfixed 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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