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0.1.12

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@AlexandreWalensa AlexandreWalensa released this 26 Nov 11:31
· 1 commit to main since this release

SYNCHRO 4D SCHEDULES

  • Added support for Synchro4D transformations along 3D paths (but not yet for static resource-to-task assignment transformations)
  • Added basic support for retrying failed queries (iModel Elements metadata and 4D web api)
  • Cached downloaded 4D schedules on the local filesystem to speed up considerably loading times of already used iModels
  • Reduced loading times using concurrent queries and local caching for iModel Elements metadata
  • Fixed new tiles never made visible when the 4D schedule animation is disabled and using mode bSynchro4DMaskTilesUntilFullyAnimated=true (not the default)
  • Fixed incorrect animation when tasks have a null time range
  • Fixed some animation visibility settings incorrectly applied (mostly in Maintenance tasks)
  • Fixed missing animations when a Synchro resource was used in multiple tasks

SAVED VIEWS

  • Added support of visibility status.
  • Added functions GetSavedViewFrustumFromUnrealTransform() and GetSavedViewFrustumFromPlayerController() to compute the frustum data (origin, extents and focus distance) necessary to load the saved view correctly inside Design Review
  • Added function to get saved view extensions (useful for retrieving hidden elements ids that are now stored in extension data instead of saved view data)
  • Retrieved saved views's creation time when retrieving saved views (even newly added ones).
  • Taken into account iModel manual offset/transformation.
  • Fixed wrong rotation after Unreal -> Itwin conversion (in some cases).

UI/UX

  • Fixed AITwinIModel::ZoomOnIModel() to take into account manual offset.