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Cave Overlay Plugin
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This is an archived project. Repository and other project resources are read-only.
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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
Cave Overlay Plugin
Repository graph
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35f14cfde873cf02a4a39db4f35b8dd9a51e3db0
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Created with Raphaël 2.2.0
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Merge branch 'develop' into 'master'
4.22 master
4.22 master
Merge branch 'feature/dynamic_spawning_of_overlay' into 'develop'
develop
develop
Changed XOR to Not-Equals for better readability
Fixing Position calculation
Fixing Nullptr dereference
Removed dependency and updated head translation calculation
Explicitly taking shutter glasses instead of head
Added dynamic spawning behavior of overlay, which can be adjusted in the settings of the project
Merge branch 'release/4.22.1'
4.22.1
4.22.1
Merge branch 'feature/adapting-to-changes-in-pawn' into 'develop'
Adapted component fetch calls to the ones in the pawn
Merge branch 'develop' into 'master'
Merge branch 'feature/cluster-events-F10' into 'develop'
Fixing the usage of the mode parameter
Moved Clusterevents to BeginPlay and EndPlay
Adding cluster events for F10, reworking the cluster component finding and refactoring
Merge branch 'develop' into 'master'
Hide Black Overlay on Master if Door is open
Merge branch 'feature/platform_distinction' into 'develop'
Changed Compare function to equal function
Removed HMD Mode check and added custom argument check for cave launch
Merge branch 'master' into 'develop'
Merge remote-tracking branch 'remotes/localremote/master'
Clearing old Stuff
Merge branch 'develop' into 'master'
Recreated CaveOverlay Assets for 4.21 to be compatible with both versions
Merged via overwrite from develop
Reworked anchoring of widget scaling
Cleaned up and readded F10 Binding
Reformatting code, redefine key to action, adding fps counter
Removed debug output, setup input the right way, fixed appearing text on all windows + little refactorings
Altered input buttons to test which binding method is the right one
Altered calculation and added debug output for attachment
Changed moving to attachment. Fixed attachment and forced door position to be in the correct side. Rebound function to Action1 instead of DisplayClusterAction1
Moved dynamic material init into post initialize method
Altering the debug output
Adding more debug output
Disallowed ticking before begin play and removed static keyword
More debugging. Removed Logs.
More debugging
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