1. OffsetTransforms to offset the location of all transforms in an array, e.g. to move them all along their local Z if you want to move mesh samples along their normal
2. DownsamplePoints to downsample points to a fixed number of samples, optionally with priority weighting and approximate uniform spacing
#rb rinat.abdrashitov
[CL 27681518 by jimmy andrews in ue5-main branch]
Add initial PointSetFunctions to Geometry Script, including: K-Means Clustering, Flatten/Unflatten, Make Bounding Box, Transforms -> Points
Add a custom For Each-style macro to provide a more convenient interface for working with the clustering result
#rb semion.piskarev, ryan.schmidt, david.hill
[CL 26785428 by jimmy andrews in ue5-main branch]
* Fixed a crash that occurred in the baking step when cancelling a scene capture which was triggered by changing an option which invalidated all photo sets (i.e., render capture resolution or capture anti aliasing). This was occurring because the baking step proceeded after the scene capture cancellation and the needed photosets were empty.
* Fixed a crash which can happen if you have no channel enabled, change cleanup tolerance from 0 to 1 and then enable the BaseColor channel. This was fixed by changing the behavior of the Cleanup Threshold property, if its positive the DeviceDepth capture is enabled and its disabled otherwise, previously we also required that another channel was enabled which led to the crash in the baking step. The new semantics are easier to understand in the code and and is probably an improvement to the UX as well since the Cleanup Threshold property behavior does not depend on other properties.
* Improved the scene capture cancellation: Users can now cancel the scene capture when the tool is starting up which is better UX since if they picked slow settings they don't intend to reuse, the capture can be cancelled, also, the code is simpler. Changed the behavior of the BakeRC tool properties so that after cancellation the completed captures with the desired settings are enabled. The old behavior where cancellation was documented to restore old results was broken and cannot be made to work unless we store the old results in a separate scene capture but for high capture resolutions that would require a lot of memory. When the SceneCapture is cancelled the channels which were pending and didn't complete are logged in the Output Log in case the user forgets which ones were enabled.
* Simplified the code in various places: Added `operator[](ERenderCaptureType)` to structs with per-capture data, and use it to simplify many places where we previously checked channels individually. Added conversion functions from tool properties/geometry script parameters to the render capture parameters. Removed old confusing logic that determined if a capture had been updated by tracking the number of photos in each photoset with a new system based on a new per-capture pending state. Deprecated a bunch of functions which are no longer useful or which used the wrong types (e.g., `FRenderCaptureUpdate` was added because I hadn't noticed `FRenderCaptureTypeFlags`). Changed the defaults in `FSceneCapturePhotoSet` so that the DeviceDepth capture is off, its an advanced feature and the defaults are intended to make the class friendly to new developers
#rb lonnie.li
[CL 26569987 by matija kecman in ue5-main branch]
-Added a convenience function for getting an array of bone names from a reference skeleton.
-Added MeshBones.h/cpp that contain utility functions to deal with dynamic mesh bone attributes
#rb halfdan.ingvarsson
[CL 26233377 by rinat abdrashitov in ue5-main branch]
Add RecomputeNormalsForMeshSelection, allows subset of normals to be recomputed. Add bDeferChangeNotifications option to RecomputeNormals.
Add ComputeMeshLocalUVParam, computes expmap parameterization on bounded-geodesic-radius area of mesh
#rb none
[CL 26034446 by ryan schmidt in ue5-main branch]
Added InpaintWeights option to the TransferBoneWeightsFromMesh function
#rb halfdan.ingvarsson
#jira none
[CL 26031663 by rinat abdrashitov in ue5-main branch]
-Added a function for computing per-edge cotangent weights
-Added a function for computing edge lengths
-Added a geometry script function for bluring colors
#rb david.hill
#jira none
[CL 26029009 by rinat abdrashitov in ue5-main branch]
- bring over DoSimplifyMesh function from geo script, really should move this to a centralized location
- add ComputeVoxWrapMeshAutoUV, uses XAtlas, again similar to geo script function
- refactor InitializeAttributes function into separate InitializeNormalsFromAngleThreshold and ProjectAttributes functions
- disable replacement of voxel LODs with approximation LODs if triangle count is larger. Currently no way to communicate this upwards and will break attempts to bake textures for voxel LODs at a higher level.
GeometryScript: remove restriction in CopyMeshToStaticMesh that only allows modifying materials when updating LOD0. There is no reason for this (howerver updating materials when writing hires LOD is still prevented)
#rb none
#preflight 6446e4ebf030f684d5f1f6ea
[CL 25197843 by ryan schmidt in ue5-main branch]