|
19.0.496 |
Fixed an issue where PDG callbacks were being called in inappropriate times if there are multiple output objects |
Mon. January 10, 2022 |
|
19.5.126 |
Fixed an issue where output colliders with no mesh renderers would result in a disabled Collider |
Mon. January 10, 2022 |
|
19.5.126 |
Fixed an issue where output colliders with no mesh renderers would result in a disabled Collider |
Mon. January 10, 2022 |
|
19.0.496 |
Fixed an issue where output colliders with no mesh renderers would result in a disabled Collider |
Mon. January 10, 2022 |
|
19.5.120 |
Added callback member variables to PDG operations |
Tue. January 4, 2022 |
|
19.5.120 |
Added callback member variables to PDG operations |
Tue. January 4, 2022 |
|
19.0.490 |
Added callback events for PDG and BaseSync operations |
Tue. January 4, 2022 |
|
19.5.98 |
Fixed an issue where editable nodes will be duplicated |
Mon. December 13, 2021 |
|
19.5.98 |
Fixed an issue where editable nodes will be duplicated |
Mon. December 13, 2021 |
|
19.0.468 |
Fixed an issue where there be duplicate inputs or editable nodes |
Mon. December 13, 2021 |
|
19.5.94 |
- No longer ignore editable nodes that are not curves - Required for attribute painting.
|
Thu. December 9, 2021 |
|
19.5.94 |
- No longer ignore editable nodes that are not curves - Required for attribute painting.
|
Thu. December 9, 2021 |
|
19.0.464 |
- No longer ignore editable nodes that are not curves - Required for attribute painting.
|
Thu. December 9, 2021 |
|
19.0.458 |
Improved the UX of sliders by making it only cook on mouse up. This option is toggleable in the Plugin Settings. It is on by default now. |
Fri. December 3, 2021 |
|
19.5.88 |
Improved the UX of sliders by making it only cook on mouse up. This option is toggleable in the Plugin Settings. It is on by default now. |
Fri. December 3, 2021 |
|
19.5.88 |
Improved the UX of sliders by making it only cook on mouse up. This option is toggleable in the Plugin Settings. It is on by default now. |
Fri. December 3, 2021 |
|
19.5.86 |
- Added collider inputs, supporting box colliders, sphere colliders, capsule colliders, and mesh colliders, and then isTrigger/convex equivalents
- Addeed InputInterfaceMeshSettings, for settings specific to mesh input. This should be done for all specific inputs in the future.
- Added a UI option for whether or not to use collider inputs for UNITY_MESH inputs. The default is false, as with Unreal.
- Reorganized non-intuitive UI - The options were move from the list items level to the top level of the inspector
- Loosened the restriction on simple collider group names, allowing for numbers at the end of the group for example.
- Slightly refactored conversion code to centralize coordinate axe transformation. Done in HEU_Curve but not done everywhere yet. This will be done later.
- Disabled some unnecessary warnings, such as empty unity_material string and "only one collider per part" warning.
|
Wed. December 1, 2021 |
|
19.5.86 |
- Added collider inputs, supporting box colliders, sphere colliders, capsule colliders, and mesh colliders, and then isTrigger/convex equivalents
- Addeed InputInterfaceMeshSettings, for settings specific to mesh input. This should be done for all specific inputs in the future.
- Added a UI option for whether or not to use collider inputs for UNITY_MESH inputs. The default is false, as with Unreal.
- Reorganized non-intuitive UI - The options were move from the list items level to the top level of the inspector
- Loosened the restriction on simple collider group names, allowing for numbers at the end of the group for example.
- Slightly refactored conversion code to centralize coordinate axe transformation. Done in HEU_Curve but not done everywhere yet. This will be done later.
- Disabled some unnecessary warnings, such as empty unity_material string and "only one collider per part" warning.
|
Wed. December 1, 2021 |
|
19.0.456 |
- Added collider inputs, supporting box colliders, sphere colliders, capsule colliders, and mesh colliders, and then isTrigger/convex equivalents
- Addeed InputInterfaceMeshSettings, for settings specific to mesh input. This should be done for all specific inputs in the future.
- Added a UI option for whether or not to use collider inputs for UNITY_MESH inputs. The default is false, as with Unreal.
- Reorganized non-intuitive UI - The options were move from the list items level to the top level of the inspector
- Loosened the restriction on simple collider group names, allowing for numbers at the end of the group for example.
- Slightly refactored conversion code to centralize coordinate axe transformation. Done in HEU_Curve but not done everywhere yet. This will be done later.
- Disabled some unnecessary warnings, such as empty unity_material string and "only one collider per part" warning.
|
Wed. December 1, 2021 |
|
19.0.454 |
Minor instancer RFEs: - Centralized the creation of new GameObjects, allowing for easier debugging of instancers
- unity_material can now be used with unity_instance, if the instantiated object has one or less material slots.
- Added unity_split_attr, which allows you to split instancers based on an attribute.
|
Mon. November 29, 2021 |
|
19.5.81 |
Minor instancer RFEs: - Centralized the creation of new GameObjects, allowing for easier debugging of instancers
- unity_material can now be used with unity_instance, if the instantiated object has one or less material slots.
- Added unity_split_attr, which allows you to split instancers based on an attribute.
|
Fri. November 26, 2021 |
|
19.5.81 |
Minor instancer RFEs: - Centralized the creation of new GameObjects, allowing for easier debugging of instancers
- unity_material can now be used with unity_instance, if the instantiated object has one or less material slots.
- Added unity_split_attr, which allows you to split instancers based on an attribute.
|
Fri. November 26, 2021 |
|
19.0.444 |
Basic visual scripting support: - Changed HEU_HoudiniAssetRoot parameter names to capitals
- Added two visual scripting nodes: InstantiateHDA and ModifyHDA, which allows you to instantiate and modify HDAs from Unity VisualScripting
- Added an example scene with a simple script demonstrating this
|
Fri. November 19, 2021 |
|
19.5.71 |
Fixed an issue where when recursively checking if child transforms have been changed, an out of range index error was thrown instead. |
Tue. November 16, 2021 |
|
19.5.71 |
Fixed an issue where when recursively checking if child transforms have been changed, an out of range index error was thrown instead. |
Tue. November 16, 2021 |