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18.0.174 |
Fixed various bugs with the clamping of the box zoom box to the view region. |
Mon. July 22, 2019 |
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18.0.174 |
Fixed various bugs with the clamping of the box zoom box to the view region. |
Mon. July 22, 2019 |
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18.0.174 |
Fixed bug where the view state box operation to set the screen window (Ctrl+Alt+RMB) was distorting the view. |
Mon. July 22, 2019 |
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18.0.174 |
Fixed bug where the view state box operation to set the screen window (Ctrl+Alt+RMB) was distorting the view. |
Mon. July 22, 2019 |
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18.0.174 |
Fixed bug where the view state box operation to set the screen window (Ctrl+Alt+RMB) was distorting the view. |
Mon. July 22, 2019 |
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18.0.174 |
Fixed bug where the view state box operation to set the screen window (Ctrl+Alt+RMB) was distorting the view. |
Mon. July 22, 2019 |
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18.0.172 |
Fix viewport crash introduced in H17.5 that can happen whenever closing the Scene View pane when one is entered in a viewport tool while a different node is displayed. |
Sat. July 20, 2019 |
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18.0.172 |
Fix viewport crash introduced in H17.5 that can happen whenever closing the Scene View pane when one is entered in a viewport tool while a different node is displayed. |
Sat. July 20, 2019 |
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18.0.172 |
Fix viewport crash introduced in H17.5 that can happen whenever closing the Scene View pane when one is entered in a viewport tool while a different node is displayed. |
Sat. July 20, 2019 |
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18.0.172 |
Fix viewport crash introduced in H17.5 that can happen whenever closing the Scene View pane when one is entered in a viewport tool while a different node is displayed. |
Sat. July 20, 2019 |
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18.0.171 |
The Vellum Solver now has support for visualization and plastic deformation of Triangular and Tetrahedral Stretch constraints. |
Fri. July 19, 2019 |
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18.0.171 |
The Vellum Solver now has support for visualization and plastic deformation of Triangular and Tetrahedral Stretch constraints. |
Fri. July 19, 2019 |
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18.0.171 |
The Vellum Solver now has support for visualization and plastic deformation of Triangular and Tetrahedral Stretch constraints. |
Fri. July 19, 2019 |
|
18.0.171 |
The Vellum Solver now has support for visualization and plastic deformation of Triangular and Tetrahedral Stretch constraints. |
Fri. July 19, 2019 |
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18.0.171 |
Karma render license type added. |
Fri. July 19, 2019 |
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18.0.171 |
Karma render license type added. |
Fri. July 19, 2019 |
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18.0.171 |
Karma render license type added. |
Fri. July 19, 2019 |
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18.0.171 |
Karma render license type added. |
Fri. July 19, 2019 |
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18.0.171 |
- Added the "replace with actors" and "replace with foliage" bake options.
- Added the option to reset int and float parameters to their default
values. - The Houdini Engine session / HARS process is not created by default when
starting the plugins module anymore, but after the first cook/asset instantiation. This prevents the HARS process from being launched even if not needed, and prevents some issues when cooking/packaging or playing in editor. - Landscape inputs do not add references to the selected landscape actors.This prevented the saving of levels due to external references when theHDA and landscape were in separate levels.
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Fri. July 19, 2019 |
|
18.0.171 |
- Added the "replace with actors" and "replace with foliage" bake options.
- Added the option to reset int and float parameters to their default
values. - The Houdini Engine session / HARS process is not created by default when
starting the plugins module anymore, but after the first cook/asset instantiation. This prevents the HARS process from being launched even if not needed, and prevents some issues when cooking/packaging or playing in editor. - Landscape inputs do not add references to the selected landscape actors.This prevented the saving of levels due to external references when theHDA and landscape were in separate levels.
|
Fri. July 19, 2019 |
|
18.0.171 |
- Added the "replace with actors" and "replace with foliage" bake options.
- Added the option to reset int and float parameters to their default
values. - The Houdini Engine session / HARS process is not created by default when
starting the plugins module anymore, but after the first cook/asset instantiation. This prevents the HARS process from being launched even if not needed, and prevents some issues when cooking/packaging or playing in editor. - Landscape inputs do not add references to the selected landscape actors.This prevented the saving of levels due to external references when theHDA and landscape were in separate levels.
|
Fri. July 19, 2019 |
|
18.0.171 |
- Added the "replace with actors" and "replace with foliage" bake options.
- Added the option to reset int and float parameters to their default
values. - The Houdini Engine session / HARS process is not created by default when
starting the plugins module anymore, but after the first cook/asset instantiation. This prevents the HARS process from being launched even if not needed, and prevents some issues when cooking/packaging or playing in editor. - Landscape inputs do not add references to the selected landscape actors.This prevented the saving of levels due to external references when theHDA and landscape were in separate levels.
|
Fri. July 19, 2019 |
|
18.0.171 |
Port of the following changes and bug fixes thanks to Henry Durrant. - It's now possible to pre-set a geometry input's default object for objectpath inputs by setting the objpath parameter's value to a valid Unrealasset reference.
- World inputs do not update/cook when objects/actors are being draggedaround.
- Added a HDA right click context menu item to reset the pivot of a HoudiniAsset Actor to the average centre of its output meshes. As this moves theactor's position to the new centre, it triggers a recook to regeneratethe meshes with the new origin.
- Stopped Houdini asset actors and world inputs from ticking in non-editorworlds.
- Fixed save/load issues caused by the Houdini Logo mesh being duplicatedand saved after copying a Houdini Asset.
- Improved Houdini asset component's property changes propagation to alldescendants instead of just the top level children.This mainly fixes propagation issues when using Mesh Split InstancersComponents.
- Fixed Houdini Asset Components always overriding the Lightmap Type toLMIT_None.
- Improved asset bounds calculation.
- Fixed the shadow casting property being also applied to invisiblecolliders.
- Improved the reuse of existing meshes and components.
- Fixed cooking sometimes still happening when paused.
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Fri. July 19, 2019 |
|
18.0.171 |
Port of the following changes and bug fixes thanks to Henry Durrant. - It's now possible to pre-set a geometry input's default object for objectpath inputs by setting the objpath parameter's value to a valid Unrealasset reference.
- World inputs do not update/cook when objects/actors are being draggedaround.
- Added a HDA right click context menu item to reset the pivot of a HoudiniAsset Actor to the average centre of its output meshes. As this moves theactor's position to the new centre, it triggers a recook to regeneratethe meshes with the new origin.
- Stopped Houdini asset actors and world inputs from ticking in non-editorworlds.
- Fixed save/load issues caused by the Houdini Logo mesh being duplicatedand saved after copying a Houdini Asset.
- Improved Houdini asset component's property changes propagation to alldescendants instead of just the top level children.This mainly fixes propagation issues when using Mesh Split InstancersComponents.
- Fixed Houdini Asset Components always overriding the Lightmap Type toLMIT_None.
- Improved asset bounds calculation.
- Fixed the shadow casting property being also applied to invisiblecolliders.
- Improved the reuse of existing meshes and components.
- Fixed cooking sometimes still happening when paused.
|
Fri. July 19, 2019 |
|
18.0.171 |
Port of the following changes and bug fixes thanks to Henry Durrant. - It's now possible to pre-set a geometry input's default object for objectpath inputs by setting the objpath parameter's value to a valid Unrealasset reference.
- World inputs do not update/cook when objects/actors are being draggedaround.
- Added a HDA right click context menu item to reset the pivot of a HoudiniAsset Actor to the average centre of its output meshes. As this moves theactor's position to the new centre, it triggers a recook to regeneratethe meshes with the new origin.
- Stopped Houdini asset actors and world inputs from ticking in non-editorworlds.
- Fixed save/load issues caused by the Houdini Logo mesh being duplicatedand saved after copying a Houdini Asset.
- Improved Houdini asset component's property changes propagation to alldescendants instead of just the top level children.This mainly fixes propagation issues when using Mesh Split InstancersComponents.
- Fixed Houdini Asset Components always overriding the Lightmap Type toLMIT_None.
- Improved asset bounds calculation.
- Fixed the shadow casting property being also applied to invisiblecolliders.
- Improved the reuse of existing meshes and components.
- Fixed cooking sometimes still happening when paused.
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Fri. July 19, 2019 |