- Fix the current roadblock with macOS support.
- Use official 3DxWare SDK when it's available on Windows as well (use HID as a fallback)
- as per request
- Improve axis configuration UX
- Per-device model default button bindings
- Detect device models through the Universal Receiver
- Completely rewrite the SpaceMouseReader module to support more data sources and just have better code quality
- Participate properly in Unreal's Input Device system (have bindable
FKey
s and axes) - Trigger Editor commands directly
- Support Orthographic viewports
- Release to Marketplace, only compliance changes are made
- RUNTIME
- ^ SpaceMouse buttons are now properly registered as
FKey
s and as such can be used as Blueprint input events or input events in Slate/UMG widgets - ^ Separated the single static Blueprint device data getter, into multiple nodes
- ^ SpaceMouse buttons are now properly registered as
- EDITOR
- + BREAKING CHANGE! Configuration refactored to support new SpaceMouse
FKey
's- Configuration from previous versions will not work.
- + Use the
Keyboard Shortcuts
editor preferences to bind SpaceMouse buttons to any of the pre-existing editor commands - + Added a "universal" default button binding until the per-device system is ready.
- User needs to trigger this configuration from the SpaceMouse preferences
- + Added support for Orthographic viewports
- + Binding the
MenuOptions
SpaceMouse button to open the SpaceMouse preferences by default. - ^ BREAKING CHANGE! Fixed stupid spelling error for Orbiting (with one T).
- User has to re-select orbiting camera behaviors, and reconfigure their settings
- + BREAKING CHANGE! Configuration refactored to support new SpaceMouse
- EDITOR
- ^ Internal button mappings for devices are complete (copied from Blender)
- ^ Fixed a bug with Universal Receiver not having
- + Started MacOS support but ran into a roadblock issue
- EDITOR
- + Started support for device type detection and button configuration
- + Test release for the SpaceMouseReader rewrite
- READER
- ^ Rewrote the device data reader module so it can support more features, and it has higher quality of code and architecture
- + Among many other benefits it introduced Normalized device data as output.
- + Test release for the SpaceMouseReader rewrite
- Deal with the TDxUnrealEd collision
- Use space mice in any spatial editor, not just viewports like
- Blueprint/Material/Niagara/etc graph editors
- Sequencers/timelines
- Curve editors
- etc