update the changelog and the readme

This commit is contained in:
Mamadou Babaei
2024-08-16 16:37:24 +02:00
parent 0405a5b6ad
commit 6426f6bca5
2 changed files with 6 additions and 5 deletions
+2 -2
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@@ -12,7 +12,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Added ### Added
- Added SenseGloveTracking and SenseGloveTrackingKismet modules which provide OpenXR-compatible hand tracking by implementing XR_EXT_hand_tracking support, HMD auto-detection, and SenseGlove device tracking. - Added SenseGloveTracking and SenseGloveTrackingKismet modules which provide OpenXR-compatible hand tracking by implementing XR_EXT_hand_tracking support, HMD auto-detection, and SenseGlove device tracking.
- Added the SenseGlove grab/touch sockets one-click-setup ability on any virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor by extending the Unreal Editor. - Added the SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor by extending the Unreal Editor.
- A fallback to HMD and wrist tracker hardware auto-detection mechanism has been added to be triggered in situations when automatic detection of the wrist tracker hardware is desired, e.g., either by not setting it explicitly, or setting it to the default None value. Please note that this is still highly experimental and HTC VIVE Focus 3 and HTC XR Elite cannot be distinguished in the current iteration. Though, since the tracker devices and offsets for both headsets are the same in the end it does not make a difference if both headsets are detected as each other. - A fallback to HMD and wrist tracker hardware auto-detection mechanism has been added to be triggered in situations when automatic detection of the wrist tracker hardware is desired, e.g., either by not setting it explicitly, or setting it to the default None value. Please note that this is still highly experimental and HTC VIVE Focus 3 and HTC XR Elite cannot be distinguished in the current iteration. Though, since the tracker devices and offsets for both headsets are the same in the end it does not make a difference if both headsets are detected as each other.
- Added the SGHMDTracker utility class, exposed to both C++ and Blueprint, in order to easily gather information about the HMD device at runtime. - Added the SGHMDTracker utility class, exposed to both C++ and Blueprint, in order to easily gather information about the HMD device at runtime.
- Added the SGTrackingTypes header to the SenseGloveTypes module in order to define and share SenseGloveTracking module types through this header across the plugin modules. - Added the SGTrackingTypes header to the SenseGloveTypes module in order to define and share SenseGloveTracking module types through this header across the plugin modules.
@@ -29,7 +29,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
- Added a new static Draw() method overload to DebugGizmo which allows passing an FQuat instead of a FRotator. - Added a new static Draw() method overload to DebugGizmo which allows passing an FQuat instead of a FRotator.
- Added SGEngineUtils. - Added SGEngineUtils.
- Introduced the SGInitializationSettings in order to control how the plugin is initialized. - Introduced the SGInitializationSettings in order to control how the plugin is initialized.
- Introduced the SGGameUserSettings for managing Engine Scalability Settings through the SenseGlove plugin. - Introduced the SGGameUserSettings for managing the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
### Fixed ### Fixed
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@@ -54,7 +54,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Planned Features Completion Status ## Planned Features Completion Status
### Implemented as of v2.2.0 ### Implemented as of v2.1.0
- [X] Full SenseGlove low-level core API access through Unreal C++. - [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint. - [X] Full SenseGlove low-level core API access through Blueprint.
@@ -80,15 +80,16 @@ Please note that modules postfixed with **Impl** are intended for interal use an
- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module. - [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
- [X] A generic Settings module with the ability to override settings. - [X] A generic Settings module with the ability to override settings.
- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch. - [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- [X] A default hand mesh rigged with the standard SenseGlove default hand pose.
- [X] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired. - [X] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
- [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support. - [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
- [X] FXRMotionControllerData compatible hand animation system. - [X] FXRMotionControllerData compatible hand animation system.
- [X] FXRMotionControllerData compatible wrist tracking system. - [X] FXRMotionControllerData compatible wrist tracking system.
- [X] FXRMotionControllerData compatible hand interaction manipulation system. - [X] FXRMotionControllerData compatible hand interaction manipulation system.
- [X] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected. - [X] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
- [X] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
### Upcoming features planned for the v2.3.0 release ### Upcoming features planned for the v2.2.0 release
### Planned features long-term ### Planned features long-term