update the list of planned features and their completion status
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@@ -60,8 +60,12 @@ Please note that modules postfixed with **Impl** are intended for interal use an
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- [X] DK 1 Support
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- [X] Nova 1 Support
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- [ ] Nova 2 Support
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- [X] Support for Microsoft Windows and GNU/Linux as a development platform.
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- [X] Support for Microsoft Windows, GNU/Linux x64, GNU/Linux AArch64, and Android as a deployment platform.
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- [X] Support for Microsoft Windows as a development platform.
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- [X] Support for GNU/Linux as a development platform.
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- [X] Support for Microsoft Windows as a deployment platform.
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- [X] Support for GNU/Linux x64 as a deployment platform.
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- [X] Support for GNU/Linux AArch64 as a deployment platform.
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- [X] Support for Android as a deployment platform.
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- [X] Support for Oculus Quest 2 and Oculus Quest Pro.
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- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3.
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- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
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@@ -79,12 +83,12 @@ Please note that modules postfixed with **Impl** are intended for interal use an
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- [ ] Get tracking input from sources other than a SenseGlove device.
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- [ ] Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc).
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- [ ] Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprints (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
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- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog)
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- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog).
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- [ ] Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic).
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- [ ] Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables).
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- [ ] Allow other scripts to force a grab and/or release to occur (for example, when you place it apart at the designated location, it gets removed from your hand and snaps into place).
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- [ ] Have some form of weight simulation by making certain objects harder to push, lowering manipulation speed, or making objects only moveable with two hands.
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- [ ] (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering)
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- [ ] (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering).
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## Directory Structure
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