revert some changes after backporing fixes to v2.0.x and bumping the version to v2.0.8
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@@ -1,6 +1,6 @@
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## Planned Features Completion Status
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### Implemented as of v2.0.8
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### Implemented as of v2.1.0
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- [X] Full SenseGlove low-level core API access through Unreal C++.
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- [X] Full SenseGlove low-level core API access through Blueprint.
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@@ -26,19 +26,18 @@
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- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
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- [X] A generic Settings module with the ability to override settings.
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- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
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- [X] A default hand mesh rigged with the standard SenseGlove default hand pose.
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- [X] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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- [X] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
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- [X] FXRMotionControllerData compatible hand animation system.
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- [X] FXRMotionControllerData compatible wrist tracking system.
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- [X] FXRMotionControllerData compatible hand interaction manipulation system.
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- [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.
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- [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.
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- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
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- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
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### Upcoming features planned for the v2.1.0 release
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### Upcoming features planned for the v2.2.0 release
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- [ ] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
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- [ ] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
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- [ ] FXRMotionControllerData compatible hand animation system.
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- [ ] FXRMotionControllerData compatible wrist tracking system.
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- [ ] FXRMotionControllerData compatible hand interaction manipulation system.
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- [ ] 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.
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- [ ] 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.
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- [ ] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
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- [ ] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
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### Planned features long-term
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