Tidying up and prepping for some big changes!
First up, I don't think this has had any bearing on functionality but Keysight is now built with UE 4.26. There are some spicy features I'd like to take advantage of that are 4.26-specific, so watch this space!
Made another huge revision to mask mode, after discovering bloom was AWOL in the mask portion! After a lot of headaches getting to grips with postprocessing layers, mask mode now correctly applies bloom, filtering, anti-aliasing and is corrected for tonemapping in the mask layer. Again, as a reminder: if you're going to use mask mode, the R/G/B channels of the mask portion are different "alpha curves". In testing, 1.00 / 1.00 / 0.00 in RGB and a multiplier of 0.5 works well!
Finally, made a ton of little fixes and edits here and there. As an update on The Roadmap(tm) (it's not trademarked because I don't reeeeaally have a plan): the great particle rework of 1.3.0 is well underway and I am extremely excited by all the new possibilities. The next preview build might take a while, but it'll have the biggest visual feature overhaul to date!
--- Changes from 1.3.0 preview 3 to 1.3.0 preview 4 ---
Updated to engine version 4.26.1
Fixed flycam failing to update camera angle variables while in global core mode
Fixed flycam toggling not updating cursor visibility correctly under all circumstances
Fixed user-defined custom angle not saving / applying at all
Fixed websocket triggers being case sensitive
Fixed reloading textures clearing selected option in particle menus for particle shape
Fixed tiny spinning grey pixels in very top right of the screen. Look err, don't worry about it, ok?
Fixed bloom effects not being visible in mask mode
Changed mask mode to force FXAA if T-AA is selected, as T-AA causes horrific artifacting with new mask mode postprocess domain settings to fix bloom issue
Changed randomizer to force impact lights to use light falloff exponent of 6.0, just in case this has been changed from default in a preset being randomized from (this value works well across the board)
Added randomization for impact light candle flicker variables, not just the toggle
Added shape option to pulse settings to reflect mask option in pulse material settings (to more easily control pulse shape without digging into material settings)
