0.1.12
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.