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Change Log

v1.12.0 - 2022-04-01

Additions 🎉
  • Raster overlays are now, by default, rendered using the default settings for the World texture group, which yields much higher quality on many platforms by enabling anisotrpic texture filtering. Shimmering of overlay textures in the distance should be drastically reduced.
  • New options on RasterOverlay give the user control over the texture group, texture filtering, and mipmapping used for overlay textures.
  • Improved the mapping between glTF textures and Unreal Engine texture options, which should improve texture quality in tilesets.
  • Added CesiumWebMapServiceRasterOverlay to pull raster overlays from a WMS server.
  • Added option to show Cesium3DTileset and CesiumRasterOverlay credits on screen, rather than in a separate popup.
Fixes 🔧
  • Fixed a leak of some of the memory used by tiles that were loaded but then ended up not being used because the camera had moved.
  • Fixed a leak of glTF emissive textures.
  • Fixed a bug introduced in v1.11.0 that used the Y-size of the right eye viewport for the left eye in tile selection for stereographic rendering.
  • Fixed a bug where glTF primitives with no render data are added to the glTF render result.

In addition to the above, this release updates cesium-native from v0.13.0 to v0.14.0. See the changelog for a complete list of changes in cesium-native.

v1.11.0 - 2022-03-01

Breaking Changes 📣
  • Exclusion Zones have been deprecated and will be removed in a future release. Please use the Cartographic Polygon Actor instead.
Additions 🎉
  • Added experimental support for Unreal Engine 5 (preview 1).
  • Added collision meshes for tilesets when using the Chaos physics engine.
  • Integrated GPU pixel compression formats received from Cesium Native into Unreal's texture system.
  • Added support for the CESIUM_RTC glTF extension.
  • Added the ability to set tne Georeference origin from ECEF coordinates in Blueprints and C++.
  • Exposed the Cesium ion endpoint URL as a property on tilesets and raster overlays.
Fixes 🔧
  • Fixed bug where certain pitch values in "Innaccurate Fly to Location Longitude Latitude Height" cause gimbal lock.
  • Fixed a bug that caused a graphical glitch by using 16-bit indices when 32-bit indices are needed.
  • Fixed a bug where tileset metadata from a feature table was not decoded correctly from UTF-8.
  • Improved the shadows, making shadows fade in and out less noticable.
  • The Cesium ion Token Troubleshooting panel will no longer appear in game worlds, including Play-In-Editor.

In addition to the above, this release updates cesium-native from v0.12.0 to v0.13.0. See the changelog for a complete list of changes in cesium-native.

v1.10.1 - 2022-02-01

Fixes 🔧
  • Fixed a crash at startup on Android devices introduced in v1.10.0.

v1.10.0 - 2022-02-01

Breaking Changes 📣
  • The following Blueprints and C++ functions on CesiumSunSky have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.
    • EnableMobileRendering to UseMobileRendering
    • AdjustAtmosphereRadius to UpdateAtmosphereRadius
Additions 🎉
  • Added Cesium Cartographic Polygon to the Cesium Quick Add panel.
  • Improved the Cesium ion token management. Instead of automatically creating a Cesium ion token for each project, Cesium for Unreal now prompts you to select or create a token the first time one is needed.
  • Added a Cesium ion Token Troubleshooting panel that appears when there is a problem connecting to Cesium ion tilesets and raster overlays.
  • The new FCesiumCamera and ACesiumCameraManager can be used to register and update custom camera views into Cesium tilesets.
Fixes 🔧
  • Fixed a crash when editing the georeference detail panel while a sublevel is active.
  • Improved the organization of CesiumSunSky parameters in the Details Panel.
  • Improved the organization of CesiumGlobeAnchorComponent parameters in the Details Panel.

In addition to the above, this release updates cesium-native from v0.11.0 to v0.12.0. See the changelog for a complete list of changes in cesium-native.

v1.9.0 - 2022-01-03

Fixes 🔧
  • Fixed a bug that could cause incorrect LOD and culling when viewing a camera in-editor and the camera's aspect ratio does not match the viewport window's aspect ratio.

In addition to the above, this release updates cesium-native from v0.10.0 to v0.11.0. See the changelog for a complete list of changes in cesium-native.

v1.8.1 - 2021-12-02

In this release, the cesium-native binaries are built using Xcode 11.3 on macOS instead of Xcode 12. Other platforms are unchanged from v1.8.0.

v1.8.0 - 2021-12-01

Additions 🎉
  • Cesium3DTileset now has options for enabling custom depth and stencil buffer.
  • Added CesiumDebugColorizeTilesRasterOverlay to visualize how a tileset is divided into tiles.
  • Added Log Selection Stats debug option to the Cesium3DTileset Actor.
  • Exposed raster overlay properties to Blueprints, so that overlays can be created and manipulated with Blueprints.
Fixes 🔧
  • Cesium for Unreal now does a much better job of releasing memory when the Unreal Engine garbage collector is not active, such as in the Editor.
  • Fixed a bug that could cause an incorrect field-of-view angle to be used for tile selection in the Editor.
  • Fixed a bug that caused GlobeAwareDefaultPawn (and its derived classes, notably DynamicPawn) to completely ignore short flights.

In addition to the above, this release updates cesium-native from v0.9.0 to v0.10.0. See the changelog for a complete list of changes in cesium-native.

v1.7.0 - 2021-11-01

Breaking Changes 📣
  • Removed CesiumGlobeAnchorParent, which was deprecated in v1.3.0. The CesiumGlobeAnchorParent functionality can be recreated using an empty actor with a CesiumGlobeAnchorComponent.
  • Removed the FixTransformOnOriginRebase property from CesiumGeoreferenceComponent, and the component now always acts as if it is enabled. This should now work correctly even for objects that are moved by physics or other Unreal Engine mechanisms.
  • The SnapToEastSouthUp function on CesiumGeoreference no longer resets the Scale back to 1.0. It only modifies the rotation.
  • The following CesiumGeoreferenceComponent Blueprints and C++ functions no longer take a MaintainRelativeOrientation parameter. Instead, this behavior is controlled by the AdjustOrientationForGlobeWhenMoving property.
    • MoveToLongitudeLatitudeHeight
    • InaccurateMoveToLongitudeLatitudeHeight
    • MoveToECEF
    • InaccurateMoveToECEF
  • Renamed CesiumGeoreferenceComponent to CesiumGlobeAnchorComponent.
  • CesiumSunSky has been converted from Blueprints to C++. Backward compatibility should be preserved in most cases, but some less common scenarios may break.
  • GlobeAwareDefaultPawn, DynamicPawn, and CesiumSunSky no longer have a Georeference property. Instead, they have a CesiumGlobeAnchor component that has a Georeference property.
  • The Georeference property on most Cesium types can now be null if it has not been set explicitly in the Editor. To get the effective Georeference, including one that has been discovered in the level, use the ResolvedGeoreference property or call the ResolveGeoreference function.
  • Removed the option to locate the Georeference at the "Bounding Volume Origin". It was confusing and almost never useful.
  • The CheckForNewSubLevels and JumpToCurrentLevel functions in CesiumGeoreference have been removed. New sub-levels now automatically appear without an explicit check, and the current sub-level can be changed using the standard Unreal Engine Levels panel.
  • Removed the CurrentLevelIndex property from CesiumGeoreference. The sub-level that is currently active in the Editor can be queried with the GetCurrentLevel function of the World.
  • Removed the SunSky property from CesiumGeoreference. The CesiumSunSky now holds a reference to the CesiumGeoreference, rather than the other way around.
  • The following Blueprints and C++ functions on CesiumGeoreference have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.
    • TransformLongitudeLatitudeHeightToUe to TransformLongitudeLatitudeHeightToUnreal
    • InaccurateTransformLongitudeLatitudeHeightToUe to InaccurateTransformLongitudeLatitudeHeightToUnreal
    • TransformUeToLongitudeLatitudeHeight to TransformLongitudeLatitudeHeightToUnreal
    • InaccurateTransformUeToLongitudeLatitudeHeight to InaccurateTransformUnrealToLongitudeLatitudeHeight
    • TransformEcefToUe to TransformEcefToUnreal
    • InaccurateTransformEcefToUe to InaccurateTransformEcefToUnreal
    • TransformUeToEcef to TransformUnrealToEcef
    • InaccurateTransformUeToEcef to InaccurateTransformUnrealToEcef
    • TransformRotatorUeToEnu to TransformRotatorUnrealToEastNorthUp
    • InaccurateTransformRotatorUeToEnu to InaccurateTransformRotatorUnrealToEastNorthUp
    • TransformRotatorEnuToUe to TransformRotatorEastNorthUpToUnreal
    • InaccurateTransformRotatorEnuToUe to InaccurateTransformRotatorEastNorthUpToUnreal
  • The following C++ functions on CesiumGeoreference have been removed:
    • GetGeoreferencedToEllipsoidCenteredTransform and GetEllipsoidCenteredToGeoreferencedTransform moved to GeoTransforms, which is accessible via the getGeoTransforms function on CesiumGeoreference.
    • GetUnrealWorldToEllipsoidCenteredTransform has been replaced with TransformUnrealToEcef except that the latter takes standard Unreal world coordinates rather than absolute world coordinates. If you have absolute world coordinates, subtract the World's OriginLocation before calling the new function.
    • GetEllipsoidCenteredToUnrealWorldTransform has been replaced with TransformEcefToUnreal except that the latter returns standard Unreal world coordinates rather than absolute world coordinates. If you want absolute world coordinates, add the World's OriginLocation to the return value.
    • AddGeoreferencedObject should be replaced with a subscription to the new OnGeoreferenceUpdated event.
Additions 🎉
  • Improved the workflow for managing georeferenced sub-levels.
  • CesiumSunSky now automatically adjusts the atmosphere size based on the player Pawn's position to avoid tiled artifacts in the atmosphere when viewing the globe from far away.
  • GlobeAwareDefaultPawn and derived classes like DynamicPawn now have a CesiumGlobeAnchorComponent attached to them. This allows more consistent movement on the globe, and allows the pawn's Longitude/Latitude/Height or ECEF coordinates to be specified directly in the Editor.
  • CesiumSunSky now has an EnableMobileRendering flag that, when enabled, switches to a mobile-compatible atmosphere rendering technique.
  • CesiumCartographicPolygon's GlobeAnchor and Polygon are now exposed in the Editor and to Blueprints.
  • Added InaccurateGetLongitudeLatitudeHeight and InaccurateGetECEF functions to CesiumGlobeAnchorComponent, allowing access to the current position of a globe-anchored Actor from Blueprints.
  • Added support for collision object types on 'ACesium3DTileset' actors.
Fixes 🔧
  • Cesium objects in a sub-level will now successfully find and use the CesiumGeoreference and CesiumCreditSystem object in the Persistent Level when these properties are left unset. For best results, we suggest removing all instances of these objects from sub-levels.
  • Fixed a bug that made the Time-of-Day widget forget the time when it was closed and re-opened.
  • Undo/Redo now work more reliably for CesiumGlobeAnchor properties.
  • We now explicitly free the PlatformData and renderer resources associated with UTexture2D instances created for raster overlays when the textures are no longer needed. By relying less on the Unreal Engine garbage collector, this helps keep memory usage lower. It also keeps memory from going up so quickly in the Editor, which by default does not run the garbage collector at all.

In addition to the above, this release updates cesium-native from v0.8.0 to v0.9.0. See the changelog for a complete list of changes in cesium-native.

v1.6.3 - 2021-10-01

Fixes 🔧
  • Fixed a bug that caused incorrect tangents to be generated based on uninitialized texture coordinates.
  • Fixed a bug that could cause vertices to be duplicated and tangents calculated even when not needed.
  • Fixed a bug that caused the Cesium ion access token to sometimes be blank when adding an asset from the "Cesium ion Assets" panel while the "Cesium" panel is not open.

In addition to the above, this release updates cesium-native from v0.7.2 to v0.8.0. See the changelog for a complete list of changes in cesium-native.

v1.6.2 - 2021-09-14

This release only updates cesium-native from v0.7.1 to v0.7.2. See the changelog for a complete list of changes in cesium-native.

v1.6.1 - 2021-09-14

Additions 🎉
  • Added the MaximumCachedBytes property to ACesium3DTileset.
Fixes 🔧
  • Fixed incorrect behavior when two sublevels overlap each other. Now the closest sublevel is chosen in that case.
  • Fixed crash when GlobeAwareDefaultPawn::FlyToLocation was called when the pawn was not possessed.
  • Fixed a bug that caused clipping to work incorrectly for tiles that are partially water.
  • Limited the length of names assigned to the ActorComponents created for 3D Tiles, to avoid a crash caused by an FName being too long with extremely long tileset URLs.
  • Fixed a bug that caused 3D Tiles tile selection to take into account Editor viewports even when in Play-in-Editor mode.
  • Fixed a bug in DynamicPawn that caused a divide-by-zero message to be printed to the Output Log.
  • Fixed a mismatch on Windows between Unreal Engine's compiler options and cesium-native's compiler options that could sometimes lead to crashes and other broken behavior.

In addition to the above, this release updates cesium-native from v0.7.0 to v0.7.1. See the changelog for a complete list of changes in cesium-native.

v1.6.0 - 2021-09-01

Breaking Changes 📣
  • Removed ACesium3DTileset::OpacityMaskMaterial. The regular Material property is used instead.
  • Renamed UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesForFeatureID to UCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesForFeatureID. This is a breaking change for C++ code but Blueprints should be unaffected because of a CoreRedirect.
  • Renamed UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesAsStringsForFeatureID to UCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesAsStringForFeatureID. This is a breaking change for C++ code but it was not previously exposed to Blueprints.
Additions 🎉
  • Added the ability to define a "Cesium Cartographic Polygon" and then use it to clip away part of a Cesium 3D Tileset.
  • Multiple raster overlays per tileset are now supported.
  • The default materials used to render Cesium 3D Tilesets are now built around Material Layers, making them easier to compose and customize.
  • Added support for using ASceneCapture2D with ACesium3DTileset actors.
  • Added an editor option in ACesium3DTileset to optionally generate smooth normals for glTFs that originally did not have normals.
  • Added an editor option in ACesium3DTileset to disable the creation of physics meshes for its tiles.
  • Added a Refresh button on the Cesium ion Assets panel.
  • Made UCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesAsStringForFeatureID, UCesiumMetadataFeatureTableBlueprintLibrary::GetProperties, and UCesiumMetadataPrimitiveBlueprintLibrary::GetFirstVertexIDFromFaceID callable from Blueprints.
  • Consolidated texture preparation code. Now raster overlay textures can generate mip-maps and the overlay texture preparation can happen partially on the load thread.
  • The Cesium ion Assets panel now has two buttons for imagery assets, allowing the user to select whether the asset should replace the base overlay or be added on top.
Fixes 🔧
  • Fixed indexed vertices being duplicated unnecessarily in certain situations in UCesiumGltfComponent.

In addition to the above, this release updates cesium-native from v0.6.0 to v0.7.0. See the changelog for a complete list of changes in cesium-native.

v1.5.2 - 2021-08-30

Additions 🎉
  • Added support for Unreal Engine v4.27.

v1.5.1 - 2021-08-09

Breaking 📣
  • Changed Cesium Native Cesium3DTiles's namespace to Cesium3DTilesSelection's namespace
Fixes 🔧
  • Fixed a bug that could cause mis-registration of feature metadata to the wrong features in Draco-compressed meshes.
  • Fixed a bug that could cause a crash with VR/AR devices enabled but not in use.

v1.5.0 - 2021-08-02

Additions 🎉
  • Added support for reading per-feature metadata from glTFs with the EXT_feature_metadata extension or from 3D Tiles with a B3DM batch table and accessing it from Blueprints.
  • Added support for using multiple view frustums in ACesium3DTileset to inform the tile selection algorithm.
Fixes 🔧
  • Fixed a bug introduced in v1.4.0 that made it impossible to add a "Blank 3D Tiles Tileset" using the Cesium panel without first signing in to Cesium ion.
  • Fixed a bug that caused a crash when deleting a Cesium 3D Tileset Actor and then undoing that deletion.

In addition to the above, this release updates cesium-native from v0.5.0 to v0.6.0. See the changelog for a complete list of changes in cesium-native.

v1.4.1 - 2021-07-13

Fixes 🔧
  • Fixed linker warnings on macOS related to "different visibility settings."
  • Fixed compile errors on Android in Unreal Engine versions prior to 4.26.2 caused by missing support for C++17.

v1.4.0 - 2021-07-01

Breaking 📣
  • Tangents are now only generated for models that don't have them and that do have a normal map, saving a significant amount of time. If you have a custom material that requires the tangents, or need them for any other reason, you may set the AlwaysIncludeTangents property on Cesium3DTileset to force them to be generated like they were in previous versions.
Additions 🎉
  • The main Cesium panel now has buttons to easily add a CesiumSunSky or a DynamicPawn.
Fixes 🔧
  • Fixed a bug that could sometimes cause tile-sized holes to appear in a 3D Tiles model for one render frame.
  • Fixed a bug that caused Cesium toolbar buttons to disappear when Editor Preferences -> Use Small Tool Bar Icons is enabled.
  • Added support for other types of glTF index accessors: BYTE, UNSIGNED_BYTE, SHORT, and UNSIGNED_SHORT.

In addition to the above, this release updates cesium-native from v0.4.0 to v0.5.0. See the changelog for a complete list of changes in cesium-native.

v1.3.1 - 2021-06-02

  • Temporarily removed support for the Android platform because it is causing problems in Epic's build environment, and is not quite production ready in any case.

v1.3.0 - 2021-06-01

Breaking 📣
  • Tileset properties that require a tileset reload (URL, Source, IonAssetID, IonAccessToken, Materials) have been moved to private. Setter and getter methods are now provided for modifying them in Blueprints and C++.
  • Deprecated CesiumGlobeAnchorParent and FloatingPawn. The CesiumGlobeAnchorParent functionality can be recreated using an empty actor with a CesiumGeoreferenceComponent. The FloatingPawn is now replaced by the DynamicPawn. In a future release, the DynamicPawn will be renamed to CesiumFloatingPawn.
Additions 🎉
  • Added support for the Android platform.
  • Added support for displaying a water effect for the parts of quantized-mesh terrain tiles that are known to be water.
  • Improved property change checks in Cesium3DTileset::LoadTileset.
  • Made origin rebasing boolean properties in CesiumGeoreference and CesiumGeoreferenceComponent blueprint editable.
  • Made 3D Tiles properties editable in C++ and blueprints via getter/setter functions. The tileset now reloads at runtime when these properties are changed.
  • Improvements to dynamic camera, created altitude curves for FlyTo behavior.
  • Constrained the values for UPROPERTY user inputs to be in valid ranges.
  • Added M_CesiumOverlayWater and M_CesiumOverlayComplexWater materials for use with water tiles.
  • Exposed all tileset materials to allow for changes in editor.
  • Added TeleportWhenUpdatingTransform boolean property to CesiumGeoreferenceComponent.
  • Added a "Year" property to CesiumSunSky.
  • Added the ability to use an external Directional Light with CesiumSunSky, rather than the embedded DirectionalLight component.
Fixes 🔧
  • Fixed a bug that caused rendering and navigation problems when zooming too far away from the globe when origin rebasing is enabled.
  • Fixed a bug that caused glTF node translation, rotation, and scale properties to be ignored even if the node had no matrix.
  • Cleaned up, standardized, and commented material and material functions.
  • Moved all materials and material functions to the Materials subfolder.
  • Set CesiumSunSky's directional light intensity to a more physically accurate value.
  • Moved Latitude before Longitude on the CesiumGeoreference and CesiumGeoreferenceComponent Details panels.

In addition to the above, this release updates cesium-native from v0.3.1 to v0.4.0. See the changelog for a complete list of changes in cesium-native.

v1.2.1 - 2021-05-13

Fixes 🔧
  • Fixed a regression in Cesium for Unreal v1.2.0 where GlobeAwareDefaultPawn lost its georeference during playmode.
  • Fixed a regression in Cesium for Unreal v1.2.0 where the matrices in CesiumGeoreference were being initialized to zero instead of identity.
  • Fixed a regression in Cesium for Unreal v1.2.0 that broke the ability to paint foliage on terrain and other tilesets.

In addition to the above, this release updates cesium-native from v0.3.0 to v0.3.1. See the changelog for a complete list of changes in cesium-native.

v1.2.0 - 2021-05-03

Additions 🎉
  • Added a dynamic camera that adapts to height above terrain.
  • Added Linux support.
  • Added support for Tile Map Service (TMS) raster overlays.
Fixes 🔧
  • Fixed issue where displayed longitude-latitude-height in CesiumGeoreferenceComponent wasn't updating in certain cases.
  • FEditorDelegates::OnFocusViewportOnActors is no longer unnecessarily subscribed to multiple times.
  • Loading tileset ... is now only written to the output log when the tileset actually needs to be reloaded.
  • Fixed a bug where collision does not update correctly when changing properties of a tileset in the editor.
  • Fixed a bug that caused tiles to disappear when "Suspend Update" was enabled.

v1.1.1 - 2021-04-23

Fixes 🔧
  • Fixed a bug that caused tilesets added with the "Add Blank" button to cause an error during Play-In-Editor.
  • Fixed a bug that caused ACesiumGeoreference::TransformEcefToUe to be much less precise than expected.
  • Moved the BodyInstance property on Cesium3DTileset to the Collision category so that it can be modified in the Editor.

v1.1.0 - 2021-04-19

Additions 🎉
  • Added macOS support.
  • Added support for the legacy gltfUpAxis property in a tileset asset dictionary. Although this property is not part of the specification, there are many existing assets that use this property and had been shown with a wrong rotation otherwise.
  • Changed the log level for the tile selection output from Display to Verbose. With default settings, the output will no longer be displayed in the console, but only written to the log file.
  • Added more diagnostic details to error messages for invalid glTF inputs.
  • Added diagnostic details to error messages for failed OAuth2 authorization with CesiumIonClient::Connection.
  • Added a BodyInstance property to Cesium3DTileset so that collision profiles can be configured.
  • Added an experimental "Exclusion Zones" property to Cesium3DTileset. While likely to change in the future, it already provides a way to exclude parts of a 3D Tiles tileset to make room for another.
Fixes 🔧
  • Gave glTFs created from quantized-mesh terrain tiles a more sensible material with a metallicFactor of 0.0 and a roughnessFactor of 1.0. Previously the default glTF material was used, which has a metallicFactor of 1.0, leading to an undesirable appearance.
  • Reported zero-length images as non-errors, because BingMapsRasterOverlay purposely requests that the Bing servers return a zero-length image for non-existent tiles.
  • 3D Tiles geometric error is now scaled by the tile's transform.
  • Fixed a bug that that caused a 3D Tiles tile to fail to refine when any of its children had an unsupported type of content.
  • The Material property of ACesium3DTiles is now a UMaterialInterface instead of a UMaterial, allowing more flexibility in the types of materials that can be used.
  • Fixed a possible crash when a Cesium3DTileset does not have a CesiumGeoreference or it is not valid.

In addition to the above, this release updates cesium-native from v0.1.0 to v0.2.0. See the changelog for a complete list of changes in cesium-native.

v1.0.0 - 2021-03-30 - Initial Release

Features 🎉
  • High-accuracy, global-scale WGS84 globe for visualization of real-world 3D content
  • 3D Tiles runtime engine to stream massive 3D geospatial datasets, such as terrain, imagery, 3D cities, and photogrammetry
    • Streaming from the cloud, a private network, or the local machine.
    • Level-of-detail selection
    • Caching
    • Multithreaded loading
    • Batched 3D Model (B3DM) content, including the B3DM content inside Composite (CMPT) tiles
    • quantized-mesh terrain loading and rendering
    • Bing Maps and Tile Map Service (TMS) raster overlays draped on terrain
  • Integrated with Cesium ion for instant access to cloud based global 3D content.
  • Integrated with Unreal Engine Editor, Actors and Components, Blueprints, Landscaping and Foliage, Sublevels, and Sequencer.