{"payload":{"feedbackUrl":"https://github.com/orgs/community/discussions/53140","repo":{"id":31891,"defaultBranch":"main","name":"VisualSimulation-Masterarbeit","ownerLogin":"ad9235","currentUserCanPush":false,"isFork":false,"isEmpty":false,"createdAt":"2023-10-10T16:59:17.000Z","ownerAvatar":"https://github.coventry.ac.uk/avatars/u/5554","public":true,"private":false,"isOrgOwned":false},"refInfo":{"name":"","listCacheKey":"v0:1696957159.184375","currentOid":""},"activityList":{"items":[{"before":"a78ee65a7278852cc9e88ca960d12dab9b03b0bf","after":"246018974f67a58a8b4780b88df9e165acd7a04e","ref":"refs/heads/main","pushedAt":"2024-01-21T15:45:22.378Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Code Clean up and Comments\n\nRemoving unnecessary code.\nAdding appropriate comments.\nRemoving redundant whitespace.","shortMessageHtmlLink":"Code Clean up and Comments"}},{"before":"e8450ea7f915ba23a3421c230a7c2d4975123d03","after":"a78ee65a7278852cc9e88ca960d12dab9b03b0bf","ref":"refs/heads/main","pushedAt":"2024-01-08T16:19:02.931Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Setting up In-Editor Recorder\n\nScreenshoting while in Play mode with F10 or button press.","shortMessageHtmlLink":"Setting up In-Editor Recorder"}},{"before":"18083c261b44c1ae33970aad29772e09b49f60de","after":"e8450ea7f915ba23a3421c230a7c2d4975123d03","ref":"refs/heads/main","pushedAt":"2024-01-08T12:36:32.110Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Test B done\n\nTook a screenshot of Minecraft Game with applied filters:\nContrast, Hue 90°, Hue 180°, Outline.\n\nUser is to look through these images determining weather some of the filters could improve the experience of users with CVD.\n\nBug Fix: moved chair and teleportation Anchor closer to the Canvas.","shortMessageHtmlLink":"Test B done"}},{"before":"7adf2cbb150d6cf1948f529afd4d98bb52f72c10","after":"18083c261b44c1ae33970aad29772e09b49f60de","ref":"refs/heads/main","pushedAt":"2024-01-08T10:14:28.084Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Preparing Room for Test B\n\nMoved panel with Colour Vision Deficiency chart on the left-hand side of the Test B.\nMakes more sense to be near the test rather than distracting user while reading necessary information on the main Info Canvas.\n\nSet up Test B title and lighting above the testing station.","shortMessageHtmlLink":"Preparing Room for Test B"}},{"before":"8c9027514a96a94837220c3726368a9e83503e94","after":"7adf2cbb150d6cf1948f529afd4d98bb52f72c10","ref":"refs/heads/main","pushedAt":"2024-01-07T18:16:34.717Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"QoL UI denoting current Visual Impairment applied\n\nAble to toggle between two eye icons to denote whether the visual impairment is currently applied. Able to write it in-text.\n\nMade a text saying \"Press Y / A to simulate\" when post-processing simulation of visual impairment is disabled so the user knows to toggle the sim on again.\n\nFixed Bug: made sure to move the camera stack from the visual impairment when choosing one of the CVDs after DR or AMD.","shortMessageHtmlLink":"QoL UI denoting current Visual Impairment applied"}},{"before":"585adfd59bd6ea1d0d83f8fc8f8261a91bc1797e","after":"8c9027514a96a94837220c3726368a9e83503e94","ref":"refs/heads/main","pushedAt":"2024-01-07T12:05:32.532Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Able to Disable Visual impairment\n\nOn the click of a Primary or Secondary button (on controllers ;or \"B\" or \"N\" on a keyboard while using HMD system), the Visual impairment overlay (which is created using Global Post-Processing Volume in the Hierarchy) disappears. This is achieved by toggling ActiveSelf feature of every Game Object.\n\nAny Game Object that has the script \"Activate Primary Secondary Buttons (Script)\" attached, and with appropriate instances of objects attached (Controller/Primary Button (Input Action Reference) is attached to the Primary Button Input Action Reference; Controller/Secondary Button ( Input Action Reference) is attached to the Secondary Button Input Action Reference), will be affected by the primary/secondary button press on a controller or a HMD keyboard.\n\nI had to create another Global Post-Processing Volume, in order to retain the Gamma value of the Post-Processing effect. Otherwise, the game becomes noticeable darker which may confuse the player.\n\nNext step is to add an UI mark which will let the player know whether the visual impairment overlay is disabled or not. This may be achieved with toggling on/off two different UI sprites which won't be affected by the postprocessing. Thus it will be visible at all times - letting user know that the visual impairment is enabled/disabled.","shortMessageHtmlLink":"Able to Disable Visual impairment"}},{"before":"e66a1cc770d7bccb1c2657e0875db1ad7b6e8f30","after":"585adfd59bd6ea1d0d83f8fc8f8261a91bc1797e","ref":"refs/heads/main","pushedAt":"2024-01-05T14:37:27.933Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Testing Stations Ready\n\nBoth Test A (Modification of UI elements) and Test B (Individual colour correction, stroke and pattern placement) have been implemented.\n\nIn the process of implementing disabling post-processing on button press. User is able to toggle on/off the game object for now. Next update includes fidgeting/disabling post-processing itself. Logic for works for pressing buttons Y/B on Controller (and Shift+N / Space+N on the HMD Device) - that now toggles on/off the game object it is attached to. Another approach is needed to access post-processing.","shortMessageHtmlLink":"Testing Stations Ready"}},{"before":"1516d383844c2acf959c076f55d1812804e692c1","after":"e66a1cc770d7bccb1c2657e0875db1ad7b6e8f30","ref":"refs/heads/main","pushedAt":"2024-01-04T08:11:46.982Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"QoL Canvas for Info\n\nQoL Canvas for Info - Selection of Visual Impairment and Colour Vision Deficiency have been improved by making sure description of each simulation shows only when user hovers over the button. This allows for bigger font, which then makes the canvas more readable.\nControls Panel have been enlarged a bit to ensure better visibility of text.","shortMessageHtmlLink":"QoL Canvas for Info"}},{"before":"9d2427343535d2f32237ae00890e3aef90e8c12f","after":"1516d383844c2acf959c076f55d1812804e692c1","ref":"refs/heads/main","pushedAt":"2024-01-03T16:59:52.488Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"QoL Canvas for Info\n\nMaking sure that the primary panel shown is always Controls on start. Just to avoid manually setting it in Unity Editor every time a change is being made to the rest of the panels.\n\nChanged colours of the Back and Continue buttons, as well as VI and CVD selection buttons. Added some background panels for aesthetics.","shortMessageHtmlLink":"QoL Canvas for Info"}},{"before":"2754954afbdcd2a5b6a109165ab693dac9febccd","after":"9d2427343535d2f32237ae00890e3aef90e8c12f","ref":"refs/heads/main","pushedAt":"2024-01-03T13:53:47.876Z","pushType":"push","commitsCount":2,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Canvas for Info - Controls and Order\n\nOrder of panels was changed in such a way that Controls Panel is shown first to the user. Better Usability Practice.\n\nControls Panel is now filled in with the infographics.","shortMessageHtmlLink":"Canvas for Info - Controls and Order"}},{"before":"d3d19ffcbaa802f076ce963ba4f28beadd308d06","after":"2754954afbdcd2a5b6a109165ab693dac9febccd","ref":"refs/heads/main","pushedAt":"2024-01-03T10:21:32.472Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"\"Canvas for Info\" setup\n\nAble to switch between Panels \"Welcome\", \"Task\", \"Controls\", \"Visual Impairment Selection\", and \"Daltonism Selection\" using \"Continue\" and \"Back\" buttons.\n\nNext Up: Make Colour Vision Deficiency effects using Post-Processing.","shortMessageHtmlLink":"\"Canvas for Info\" setup"}},{"before":"7e855b205fd2539ce7ba6b63f2fa1913ab535cc5","after":"d3d19ffcbaa802f076ce963ba4f28beadd308d06","ref":"refs/heads/main","pushedAt":"2024-01-02T10:25:40.839Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Canvas for UI done\n\nCompletely functional: Has explanation. Has Title Screen Panel and Main Menu Panel. Has \"Back\" and \"Continue\" buttons for users to be able to switch between Panels.","shortMessageHtmlLink":"Canvas for UI done"}},{"before":"a713a0c146ac4b775ec0d4f001abd474582dadbd","after":"7e855b205fd2539ce7ba6b63f2fa1913ab535cc5","ref":"refs/heads/main","pushedAt":"2024-01-02T10:02:45.043Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"UI panel simulation setup and Hand Offset\n\nSimulation panel for UI modification has been set up with all of the necessary buttons and UI elements. Next up: make panels switchable.\n\nManaged to create offset which allows VR hands to be further apart and that way not being in the middle of the view obstructing it.","shortMessageHtmlLink":"UI panel simulation setup and Hand Offset"}},{"before":"51d4cabd62c938a4d9014e676458ca28fe9a02cb","after":"a713a0c146ac4b775ec0d4f001abd474582dadbd","ref":"refs/heads/main","pushedAt":"2023-12-30T10:25:21.745Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Movable UI implemented\n\nable to move UI with a script. Has to be attached to the element that needs to be dragged.\nThe eventData. delta needs to be multiplied by 2.8f because otherwise the movement of UI elements is lagging. Tried 3f as well, but then it seems to move a bit ahead of a cursor (opposite of drag/lag movement). 2.8f seems appropriate for now. Maybe there is a more nuanced solution in the future.\nNext step: Implement all of the different UI elements that will be moved.\nMake visible panels switchable on button press (the info canvas thing).","shortMessageHtmlLink":"Movable UI implemented"}},{"before":"f76f547bde41befafe7481ec8a221e77be90260d","after":"51d4cabd62c938a4d9014e676458ca28fe9a02cb","ref":"refs/heads/main","pushedAt":"2023-12-29T13:46:59.166Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Cataract Simulation Implemented\n\nCataract post processing volume profile includes:\n- dark spots in the visual field (Camera Stacking overlay view of Quad with material)\n- blurriness or dim image (Depth Of Field, Bloom)\n- desaturation / yellow tone (Color Adjustment = desaturation, negative contrast, color filter)\n- distortion or ghost images (Motion Blur, Chromatic Aberration)\n\nAstigmatism can't be implemented\n- can't make double camera layers using camera stacking\n- can't apply such distortion using post processing\n- employing shaders to do the distortion wouldn't take transparency in consideration\nSolution: users wear eye glasses anyway. Potential other solutions will be discussed in the master thesis.","shortMessageHtmlLink":"Cataract Simulation Implemented"}},{"before":"ec9c82e4efbb9bf8d85b9830460c4c9e4eba9d88","after":"f76f547bde41befafe7481ec8a221e77be90260d","ref":"refs/heads/main","pushedAt":"2023-12-29T11:51:10.483Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Diabetic Retinopathy Simulation Implemented\n\nDiabetic Retinopathy post processing volume profile includes:\n- dark spots in the visual field (Camera Stacking overlay view of Quad with material)\n- overall blurriness (Depth Of Field)\n\nGlaucoma already implemented\n- tweaked blurriness to minimum","shortMessageHtmlLink":"Diabetic Retinopathy Simulation Implemented"}},{"before":"c8933083d2ddd1adf849a752c704aeec2b43e5dc","after":"ec9c82e4efbb9bf8d85b9830460c4c9e4eba9d88","ref":"refs/heads/main","pushedAt":"2023-12-29T11:06:43.280Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"AMD simulation implemented\n\nAge-related Macular Degeneration post processing volume profile includes:\n- distortion (Lens Distortion, Panini Projection)\n- overall blurriness (Depth Of Field)\n- darkening in the visual field (Camera Stacking overlay view of Quad with material)\n- images become indistinct (Color Adjustments)\n\nChanging volume profile works.\nBug(?): It does not show in the Unity inspector but it is visible in-game and it can be printed in-console to confirm the change.","shortMessageHtmlLink":"AMD simulation implemented"}},{"before":"e8d0dd517bea894192bb4deb5e65eaaa6d63e1da","after":"c8933083d2ddd1adf849a752c704aeec2b43e5dc","ref":"refs/heads/main","pushedAt":"2023-12-27T16:09:14.616Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Switching between Post Processing Visual Impairment\n\n- created Interactable UI; can switch between different Global Post-Processing Volume Profiles.\n- Next: Alter all Volume Profiles to Match the description of Visual Impairment\n- Make certain stuff visible through impairment? Maybe just that one button functionality that would turn of the visual impairment.","shortMessageHtmlLink":"Switching between Post Processing Visual Impairment"}},{"before":"30798491e8e6c3ddeb2d941b58f49a0047fffc64","after":"e8d0dd517bea894192bb4deb5e65eaaa6d63e1da","ref":"refs/heads/main","pushedAt":"2023-12-19T11:48:19.753Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Created Blur Shader\n\nCreated Blur with Graph Shader -> URP -> Unlit. Unlit because I don't want it to be affected by light.\nTried attaching Shader material to the UI panel and even adding quad to the UI layer, but that didn't work.\nInstead, Quad with Shader material is placed directly in front of the camera.\nIssue encountered: UI not being shown when shader is in front of it.\nSolution: Make sure UI Render queue / Order in Layer has higher number than the Shader material (object).\nIssue encountered: Now all of the UI is crisp clear.\nPartial solution: For TMP text there is an option to alter Face -> Softness which makes text appear blurry.\nIssue to be solved: how can the created blurry shader actually affect the UI elements (like boxes with which user needs to interact?\nPotential solution: blurrying out the UI edges as well?","shortMessageHtmlLink":"Created Blur Shader"}},{"before":"88aaaa15ccd41881a8f8bba655c2cd3f96a16aa6","after":"30798491e8e6c3ddeb2d941b58f49a0047fffc64","ref":"refs/heads/main","pushedAt":"2023-12-17T15:54:10.565Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Room edit\n\nAdded another station (chair, desk and teleportation anchor), lights, changed one of the monitors to test what background is better (white).\nAdded materials for walls, floors, ceiling, carpet and furniture.","shortMessageHtmlLink":"Room edit"}},{"before":"d4ed6b536d57a5230679198f07a47d5a14e7a882","after":"88aaaa15ccd41881a8f8bba655c2cd3f96a16aa6","ref":"refs/heads/main","pushedAt":"2023-12-15T22:04:56.001Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"HDM Info Manager Script - FOV update\n\nLogic introduced \"works\". However, it is not visible in the Game screen during Play mode. It is stuck on 111.6592 FOV for the left eye. Trying to overwrite it to 60.0f.\n\nWill create gameplay with 111.6592 FOV in mind. Among others yet to come, that means making sure there is enough space between teleportation point and a virtual Desktop screen. Alternatively, recorded gameplay must be cut.","shortMessageHtmlLink":"HDM Info Manager Script - FOV update"}},{"before":"ec5eac3162a4e698df2b578e5c77f9b36299023a","after":"d4ed6b536d57a5230679198f07a47d5a14e7a882","ref":"refs/heads/main","pushedAt":"2023-12-15T20:00:26.028Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Camera movement in HMD figured out\n\nMouse movement and rotation still does not work by itself, but there is a hotkey roundabout:\nMOVEMENT: [SPACE] + [I/J/K/L] (up/left/down/right)\nROTATION: [SHIFT] + [J/L} (left/right)","shortMessageHtmlLink":"Camera movement in HMD figured out"}},{"before":"322298b02c194504ae72aa7f2ae2c2744668e932","after":"ec5eac3162a4e698df2b578e5c77f9b36299023a","ref":"refs/heads/main","pushedAt":"2023-12-15T19:58:18.484Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Editor Camera Controller Script\n\nTrying to fix a bug where HMD registers mouse movement and click to pan around does not actually move camera to look around.\nOne suggestion online to similar issue (with not registering mouse input) suggest changing canvas screen space to either overlay or camera - this is not what I want because it moves stuff where it isn't supposed to be. It also suggests fiddling with InputSystemUIInputModule pointer behaviour - but I don't have that anywhere.\n\nThen - created EditorCameraController script which allows movement of camera with mouse press in the editor window. But still doesn't solve the issue of the HMD camera not moving.","shortMessageHtmlLink":"Editor Camera Controller Script"}},{"before":"7990f1d2bb40719b4e7415ff2e04025964c64f53","after":"322298b02c194504ae72aa7f2ae2c2744668e932","ref":"refs/heads/main","pushedAt":"2023-12-10T14:28:06.714Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Mock HMD\n\nMaking VR testing possible without VR headset using Mock HMD Loader plug-in in the XR Plug-in Management. Mostly works, needs get using to to test. Next: investigate all key bindings.\nAdding more UI; forming the testing scene.","shortMessageHtmlLink":"Mock HMD"}},{"before":"fd1cfe6d097c64c6257997e75f4d6e2b71c01f96","after":"7990f1d2bb40719b4e7415ff2e04025964c64f53","ref":"refs/heads/main","pushedAt":"2023-11-11T20:43:22.797Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Raycasting changes work\n\nAlas, simple solution was all it was necessary to switch between Grab and Teleportation Rays.","shortMessageHtmlLink":"Raycasting changes work"}},{"before":"9b504043b3de4416861ae6d392332a64836dfb05","after":"fd1cfe6d097c64c6257997e75f4d6e2b71c01f96","ref":"refs/heads/main","pushedAt":"2023-11-11T14:21:57.216Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Debugging Sesh #1\n\nInvalid Colour Gradient for Grab interaction shows and obviously has precedence over the Teleportation check.\nPotential solution with inputting walls did not work.\nAnother potential solution would be to check both rays, and then only show the Valid Colour Gradient ?","shortMessageHtmlLink":"Debugging Sesh #1"}},{"before":"f12dbcd4a00ef2bad6fd423d8cbc8f2cac1036a3","after":"9b504043b3de4416861ae6d392332a64836dfb05","ref":"refs/heads/main","pushedAt":"2023-11-11T14:15:12.489Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Fixed bugs with Raycasting, created new bugs\n\nBug#3: The blocked Red Ray of teleportation sometimes shows, but often not; Shows only outside the landing plane, but not when aiming towards table and such.\nBug#4: User has to be on the side position of the Teleportation Anchor to be able to see green teleportation ray AND to click on it.","shortMessageHtmlLink":"Fixed bugs with Raycasting, created new bugs"}},{"before":"7ef3db020d3d02518a12527c300aee0c5c9a42c5","after":"f12dbcd4a00ef2bad6fd423d8cbc8f2cac1036a3","ref":"refs/heads/main","pushedAt":"2023-11-11T14:03:10.034Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Raycasting lines showing\n\nBug#1: both now show at the same time\nBug#2: Clicking activate while on UI and while teleport Ray is visible will teleport the user.\nPotential (sloppy) Solution: Make sure everything UI interactable is against non-teleportable background","shortMessageHtmlLink":"Raycasting lines showing"}},{"before":"7a5ded3876772b6cfc7e708b1fcd241bc0467dd0","after":"7ef3db020d3d02518a12527c300aee0c5c9a42c5","ref":"refs/heads/main","pushedAt":"2023-11-11T12:26:10.307Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Direct Interact Grab and Offset Grab implemented\n\nBug#1: Bezier curve not currently present on the transform.\nBug#2: Teleportation is done by select trigger button instead of activate.","shortMessageHtmlLink":"Direct Interact Grab and Offset Grab implemented"}},{"before":"bcac3a6aad7ba667c3016128a0d8f4e65bbd2510","after":"7a5ded3876772b6cfc7e708b1fcd241bc0467dd0","ref":"refs/heads/main","pushedAt":"2023-11-08T13:50:14.506Z","pushType":"push","commitsCount":1,"pusher":{"login":"ad9235","name":"Mia Mohac (ad9235)","path":"/ad9235","primaryAvatarUrl":"https://github.coventry.ac.uk/avatars/u/5554?s=80"},"commit":{"message":"Teleportation\n\nAnchor point on chair,\nFloor is all active teleport","shortMessageHtmlLink":"Teleportation"}}],"hasNextPage":true,"hasPreviousPage":false,"activityType":"all","actor":null,"timePeriod":"all","sort":"DESC","perPage":30,"cursor":"djE6ks4ABch2AA","startCursor":null,"endCursor":null}},"title":"Activity · ad9235/VisualSimulation-Masterarbeit"}