changelog fixes and updates: mention biojppm/rapidyaml added binaries
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@@ -15,8 +15,9 @@ This minor release introduces a major IPC overhaul, significant inter-process co
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- Added support for Microsoft Visual Studio 2026 to allow building UE `5.7` and `5.8` projects with the latest Visual Studio version.
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- Added support for MSVC Toolsets `v145: 14.50.35717` (UE `5.8`) and `v143: 14.44.35207` (UE `5.8` and `5.7`). Previously, the plugin shipped only `v143: 14.38.33130`, which has now been declared out of support by Microsoft. `14.38.33130` binaries are still shipped, as it remains Epic Games' preferred MSVC toolchain for building UE `5.5` and `5.6` on Microsoft Windows.
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- Added support for the new SenseGlove inter-process communication module `SGFakeShm`, enabling communication with SenseCom via `IPC` (named pipes on Microsoft Windows and Unix Domain Sockets on GNU/Linux) and `TCP over loopback/localhost` mechanisms, in addition to the previously supported `Boost::SharedMem`. This release also reduces `Boost::SharedMem` latency and increases data throughput, which should help improve frame rate and overall performance. Please note that communication over SharedMem is still blocking (non-async) in nature, so in enterprise environments where security software typically restricts `SharedMem` access, or in cases of conflicts with other applications, we recommend using either `IPC` or `TCP`. These transports have been implemented from scratch using an asynchronous, non-blocking architecture, although the new SenseCom also supports optional blocking communication modes and additional configuration tweaks if desired. `IPC` and `TCP over loopback` are also typically less restricted than `SharedMem` in enterprise environments and generally provide significantly lower latency. This helps maintain smooth frame rates by decoupling rendering and data exchange with SenseCom. Furthermore, the new SenseGlove UE plugin and SenseCom remain backward compatible with older releases of SenseCom and the UE plugin without requiring any specific configuration. They can automatically detect and fall back to the legacy `SharedMem` transport.
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- Added [nanomsg/nng](https://github.com/nanomsg/nng) third-party library binaries for Microsoft Windows and GNU/Linux. This is a requirement for the `SGFakeShm` module.
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- Added [google/flatbuffers](https://github.com/google/flatbuffers) third-party library binaries for Microsoft Windows and GNU/Linux. This is a requirement for the `SGFakeShm` module.
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- Added [nanomsg/nng](https://github.com/nanomsg/nng) third-party library binaries for Microsoft Windows and GNU/Linux. This is a requirement of the `SGFakeShm` module.
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- Added [google/flatbuffers](https://github.com/google/flatbuffers) third-party library binaries for Microsoft Windows and GNU/Linux. This is a requirement of the `SGFakeShm` module.
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- Added [biojppm/rapidyaml](https://github.com/biojppm/rapidyaml) third-party library binaries for Microsoft Windows and GNU/Linux. This is a requirement of the `SGFakeShm` module.
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- Added `SGCore`'s `Library::IsInitialized()`, `Library::Initialize()`, and `Library::Terminate()` wrapper functions to SenseGlove UE C++ and Blueprint API that are required for the underlying `SGCore` and `SGFakeShm` initialization and termination and automatically initialize or terminate the library at the relevant module's startup or shutdown, eliminating the need for manual initialization or termination by plugin users.
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- Added third-party module `SGFakeShmThirdPartyLibs`.
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- Added third-party module `SGFlatBuffersThirdPartyLibs`.
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