This improves the visual quality of the light card. And you end up with smaller light cards.
#rb
#jira
#preflight 628ee9a2f622d972b5b0024a
[CL 20375537 by Alejandro Arango in ue5-main branch]
To use, click on the viewport "Draw LC" button, then click on the viewport at the locations where the polygon vertices should exist, then end the polygon with right mouse button. Or abort by toggling the "Draw LC" button.
The polygon is saved in an array in the light card, and is used to generate an alpha texture. This alpha texture is independent of the color texture. This alpha texture is generated dynamically, so there is no need to save it as an asset.
The default generated alpha texture dimensions is 128x128, but can be changed with DC.LightCardPolygonTextureSize.
Currently there is visual indication of the drawing process (other than the mouse becoming a cross and the Draw LC button being highlighted).
#rb trystan.binkley-jone, patrick.hardy
#jira
#preflight 628ec2c289000256cea3ba07
[CL 20373874 by Alejandro Arango in ue5-main branch]
* Fixed sudden spins of lightcards when pushing gizmo near the north and south poles in the LC Editor.
* Fixed translation jumps of grouped LCs when primary one passes through poles in the LC Editor.
* Changed LC positional parameters from float to double
#jira
#rb trystan.binkley-jone
#preflight 6287c9996c7692ac8cc7eac6
[CL 20298457 by Alejandro Arango in ue5-main branch]
This is particularly useful when nudging the lightcards around the center of the ceiling.
This spin compensation is not activated when using the lat/long axes individually.
#jira
#rb trystan.binkley-jone
#preflight 628469dff669ec590276baa2
[CL 20255919 by Alejandro Arango in ue5-main branch]
#rb header and class name replacement
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20078276 via CL 20078825
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
[CL 20106316 by lauren barnes in ue5-main branch]
Since the typical intention is for it to move with the stage.
#rb
#jira
#preflight 6275cd704e3d72d14a21c378
[CL 20087904 by Alejandro Arango in ue5-main branch]
* Its shader now tries to hide triangles with vertices near the south pole that w/o a geometry shader end up in front of the normal view.
* Made preview material translucent instead of opaque so that alpha works on them in order to support the above item.
* Azimuthal is now the default projection.
* Proxy light cards are now forced to have low opacity because with full opacity they are distracting to see when they don't line up well with their projection on the walls. With this you can still see them when they are in outer space (i.e. they are not projected onto any wall).
#rb
#fyi trystan.binkley-Jone
#preflight 62649237a122007912a096ac
[CL 19896253 by Alejandro Arango in ue5-main branch]