2021.9.12.967 - Uri Input & Display nodes, fixed head movement lag in desktop
Hello everyone! Just a small build again, we're still crunching the educational demo so that takes most of the time now, but here are some small additions and bugfixes to help some issues that popped up recently!
[h2]New Features:[/h2]
- Added Uri overloads to Request Host Access & IsHostAccessAllowed nodes (requested by @Earthmark, GH #2991)
-- It's recommended to use those nodes when possible, as they automatically parse and extract the host and port from the URL
- Added Uri Input node
- Added Uri display node
- Added OverrideFarTransitionOffset to ScaleObject which allows overriding the global FarTransitionOffset per object
- Added CustomTransition and TransitionLerp to ScaleObject
-- Enabling this will avoid the size transition of the object and instead provide a lerp value for handling a custom transition (e.g. fading in/out)
- Added Randomize Locations to ScaleObjectManager
-- This will randomly place all objects around on the XZ axis, preserving their current distance from the center
[h2]Tweaks:[/h2]
- Merged workaround from BEPUv2 for very dense meshes (relative to player size) causing heavy lag
-- This workaround will skip smoothing out triangle boundaries when the character collides with large number of triangles at once
-- The mesh colliders can become "bumpy" if they're too dense due to the missing boundary smoothing
-- While this reduces the duration of the lag spike, dense mesh colliders will still have negative impact on performance. Please use optimized colliders where you can!
- Removed diagnostic logging for the world master time synchronization
-- I'm removing this because the issue seems resolved. If it still persists let us know and we'll readd it
[h2]Bugfixes:[/h2]
- Fixed regression causing the IK head to lag by a frame behind in desktop mode (reported by @epicEaston197, @SeventhVoid, @MinkyFox, @Cyro, GH #2992, GH #2990)
-- This was fixed by ensuring that update order of input event receivers and input groups is respected between the two groups, instead of just within each group (with input event receivers updating before input groups)
-- Reversed the sorting of input groups by Priority so correspond to the UpdateOrder of components
- Fixed allowedUrlHosts in headless config not properly parsing port numbers when a scheme isn't provided, resulting in URLs for HTTP(s) addresses not being granted access (reported by WallTack, GH #2993)
- Fixed ScaleObject jumping to a random offset when released within the CenterOffsetRadius

[h2]New Features:[/h2]
- Added Uri overloads to Request Host Access & IsHostAccessAllowed nodes (requested by @Earthmark, GH #2991)
-- It's recommended to use those nodes when possible, as they automatically parse and extract the host and port from the URL
- Added Uri Input node
- Added Uri display node
- Added OverrideFarTransitionOffset to ScaleObject which allows overriding the global FarTransitionOffset per object
- Added CustomTransition and TransitionLerp to ScaleObject
-- Enabling this will avoid the size transition of the object and instead provide a lerp value for handling a custom transition (e.g. fading in/out)
- Added Randomize Locations to ScaleObjectManager
-- This will randomly place all objects around on the XZ axis, preserving their current distance from the center
[h2]Tweaks:[/h2]
- Merged workaround from BEPUv2 for very dense meshes (relative to player size) causing heavy lag
-- This workaround will skip smoothing out triangle boundaries when the character collides with large number of triangles at once
-- The mesh colliders can become "bumpy" if they're too dense due to the missing boundary smoothing
-- While this reduces the duration of the lag spike, dense mesh colliders will still have negative impact on performance. Please use optimized colliders where you can!
- Removed diagnostic logging for the world master time synchronization
-- I'm removing this because the issue seems resolved. If it still persists let us know and we'll readd it
[h2]Bugfixes:[/h2]
- Fixed regression causing the IK head to lag by a frame behind in desktop mode (reported by @epicEaston197, @SeventhVoid, @MinkyFox, @Cyro, GH #2992, GH #2990)
-- This was fixed by ensuring that update order of input event receivers and input groups is respected between the two groups, instead of just within each group (with input event receivers updating before input groups)
-- Reversed the sorting of input groups by Priority so correspond to the UpdateOrder of components
- Fixed allowedUrlHosts in headless config not properly parsing port numbers when a scheme isn't provided, resulting in URLs for HTTP(s) addresses not being granted access (reported by WallTack, GH #2993)
- Fixed ScaleObject jumping to a random offset when released within the CenterOffsetRadius


