Changelog#

[110.4.3] - 2026-10-22#

Fixed#

  • Clash Detection

    • A dynamic query now also checks the last frame of its time range. Depending on the frame rate and the length of the range (for example, 0-48 at 24 fps, or 0-100 at 25 fps), the final frame was skipped and a clash on that frame was not reported.

    • Export Report no longer freezes Omniverse Kit while it writes the report, such as when Nucleus cannot be reached. A failed export now shows an error notification instead of only a line in the log.

    • A damaged clash data file (.clashDetection), such as a truncated file, is reported as damaged instead of opening as an empty database in which saved queries seem to have disappeared and new results are silently not saved. The file on disk is not modified.

  • Clash Query Window

    • The tooltip of the Point Cloud(s) searchset explains that only the point clouds found there (NVSealedUsdArchive or UsdGeom.Points) are processed against Searchset B, and that meshes in it are ignored.

    • Import Queries… no longer resets the settings of the query that was selected in Query Management before the import.

    • With timecodes displayed as frames, the frames typed in Query Management are converted with the frame rate of the stage that is currently open. After opening a stage with another frame rate, or after the frame rate of the open stage changed, they were converted with the previous frame rate.

  • Point Cloud Clash Detection

    • A point cloud query whose Point Cloud(s) searchset contains no point cloud no longer reports “No clashes detected.” as if the model were clash-free. This happened, for example, when Enable Point Clouds was checked on a query whose searchset still held meshes, which a point cloud query skips, or when a path was mistyped. With an empty Searchset B, such a query processed the whole scene instead. The run is now canceled with a notification that says the searchset contains no point cloud and how many mesh prims were ignored, or that no prim was found under the given paths. The results previously stored for the query are kept.

    • An inclusion Region of Interest that is set but cannot be used no longer extends the extraction to the whole point cloud. A path that does not exist or is mistyped, or a Cube Mesh Primitive instead of a Cube Shape Primitive, cancels the run with a message that names the ROI.

    • An inclusion ROI cube with zero or near-zero size along an axis, for example, one scaled flat, cancels the run with a message that names the axis, instead of extracting a whole layer of the point cloud or all of it.

    • Point cloud extraction no longer freezes the UI for its whole duration: the progress bar keeps updating and Cancel works while the point cloud is read, and a canceled extraction no longer continues into the clash detection run. Writing the extracted points to the stage still happens in a single step.

    • Selecting another query no longer deletes a prim that is used as a point cloud Destination Path, together with its children. Only prims that point cloud extraction created are removed, and Skip Rendering applies to those prims only.

  • Clash Viewport

    • Selecting a point cloud clash whose points all share one width (constant widths interpolation) no longer produces invalid geometry in the Clash Viewport. The viewport copy of the point cloud keeps the widths interpolation of the source, so the points are drawn at their correct size and the “Invalid points widths” and geometry streaming errors no longer appear.

  • Clash Viewport and Clash Bake

    • Dynamic clash highlights are now shown on the last frame of a clash as well. Previously the colored faces, outlines, and point cloud highlights disappeared on the final recorded contact, although the results list still reported a clash on that frame.

    • An object that clashes at separate times, for example, with one object on frames 1 and 2 and with another on frames 5 and 6, is no longer shown as clashing on the frames in between.

  • Clash Bake

    • On a non-clashing frame inside the time range of a dynamic point cloud clash, the baked highlight (the clashing points and their box) now stays where the last clashing frame found it. Previously it drifted toward the position of the next clashing frame and could mark a place where no clashing point was reported.

    • Generate Clash Meshes and Clear Clash Meshes no longer slow down with the square of the number of clashes. Clearing 1,000 baked clashes could freeze Kit for close to a minute.

  • Python API

    • Undoing RunClashDetectionCommand no longer saves the open stage, so unsaved edits are not written to the stage file. It also detaches the clash data layer that the command created.

    • SaveClashDetectionCommand and File > Save now save the results of RunClashDetectionCommand, including when the stage had no clash data file before. SaveClashDetectionCommand reports a failure when the results cannot be saved, for example, when the stage was never saved to a file.

Known Limitations#

  • Clash Detection

    • A prim that is in both Searchset A and Searchset B is treated as part of Searchset A only, so the query checks Searchset A against the prims of Searchset B that are not in Searchset A. A query whose Searchset B lies inside Searchset A, for example, Searchset A = /World and Searchset B = /World/MEP, or whose searchsets are identical, therefore finds no clashes. The Scope section of the Clash Detection UI documentation describes the setup that checks a subsystem against the rest of the scene.

[110.4.2] - 2026-10-21#

Version bump.

[110.4.1] - 2026-10-08#

Added#

  • Point Cloud Clash Detection

    • Point-cloud-to-mesh clash detection can now run as a Dynamic query over a time range, not only at a single static time. Enable Point Clouds and Dynamic can be checked together, and Start Time on Timeline / End Time on Timeline are available for point cloud queries.

    • A dynamic point cloud query reports one clash record per clashing frame, with the clashing points of that frame. Inspect Clashing Frames on Timeline and the timeline slider therefore work for point cloud clashes.

    • Mesh-side cooking options are no longer disabled for point cloud queries, because searchset B is still regular mesh geometry and is cooked the same way: Area Epsilon, Tight Bounds, Quantized, and Tris per leaf. Any hit and Triangle Limit are editable again as well, but they only affect the mesh-to-mesh narrow phase and have no effect on point-cloud-to-mesh pairs.

    • Purge Permanent Dynamic Overlaps is available for point cloud queries, because the dynamic purge covers point-cloud-to-mesh pairs: a pair that overlaps on every sampled frame of the range is discarded just like a mesh pair.

    • The Type column of the results list shows a tooltip with the number of overlapping points for point cloud clashes.

    • The Clash Query dropdown marks point cloud queries with [point clouds].

  • Clash Bake

    • Clashing points and their bounding box are time-sampled for dynamic point cloud clashes, so the visualization follows the point cloud through the animation instead of showing the union of all frames at a fixed position.

  • Clash Viewport

    • Camera centering frames clash outlines and point cloud clash boxes together, so a mixed mesh and point cloud selection is fully framed.

Known Limitations#

  • Point Cloud Clash Detection

    • Only the transform of a point cloud may be animated. A dynamic point cloud query follows the cloud through the animation of its ancestor Xform prims and through the animation of the mesh geometry it is tested against, but the point positions themselves are a single snapshot: the extraction that produces the tested UsdGeom.Points prim takes no time argument and is reused for every sampled frame. A cloud whose own points or widths are time sampled silently produces results for its default-time geometry. The dedicated clash viewport carries a guard for this case, but it does not trigger in the standard workflow, because the prim it inspects is the extracted snapshot rather than the source cloud.

    • Max local depth, penetration depth, and motion vector estimation are not computed for point-cloud-to-mesh clashes, and neither are clashing faces or collision outlines.

    • Tolerance is ignored for point-cloud-to-mesh pairs: the point-to-mesh test has no clearance margin, so a point cloud query always reports hard clashes only and never soft ones. The Clash Query window disables the widget, but a query driven through the Python API silently gets the same behavior.

    • The static permanent-overlap purge (Purge Permanent Static Overlaps) covers mesh-to-mesh pairs only, because the static flags and collision groups are not passed to the point-cloud broad phase. A static point cloud permanently intersecting static mesh geometry is therefore reported once per sampled frame of the query range.

    • Clashing points, widths and the clash box are sampled on clashing frames only, while the baked artifacts stay visible over the whole clash time range. On a non-clashing frame inside that range the highlight of the last clashing frame is held rather than hidden.

    • Headless runtime bake still rejects multi-record clashes for every clash type, so dynamic point cloud bake is available through the interactive bake path only.

Fixed#

  • Clash Query Window

    • Checking Enable Point Clouds no longer silently clears Dynamic. Only Report Duplicate Meshes Only remains exclusive with point clouds.

    • Static Time on Timeline could not be edited for a static point cloud query while timecodes were displayed as frames.

    • The point cloud inclusion ROI bounding box is now evaluated at the time the query samples the stage: the range start for a dynamic query, Static Time on Timeline for a static one, instead of the default time, so an animated ROI prim no longer crops the extraction against its default-time position. If the stage has no time codes per second, the default time code is still used.

  • Clash Results Window

    • Compute Max Local Depth and Compute Penetration Depths are hidden or skipped for point cloud clashes instead of writing “not computed” values into every clashing frame. When a mixed selection is processed, the point cloud clashes are reported as skipped rather than failed.

  • Clash Detection Core

    • A clash record whose overlap report could not be retrieved (for example, because one of the prims was deleted after the query ran) is now skipped with a warning instead of aborting the whole result fetch.

    • Point cloud clashes are classified from the pair type reported by the engine rather than inferred from the retrieved data, and the point widths of a point cloud are resolved at the clash time instead of the default time.

  • Clash Bake

    • An instanced or Xform-rooted UsdGeomPoints prim was dropped from the bake instead of being visualized.

Developer Notes#

  • The OverlapPairType enum is exposed to Python from omni.physxclashdetection.bindings._clashDetection. OverlapData.type is now filled for dynamic queries as well, and is the authoritative way to tell a point-cloud-to-mesh pair from a mesh-to-mesh pair. Always compare it with == OverlapPairType.POINT_VS_MESH; a failed fetch leaves it at UNDEFINED, which is non-zero.

  • ClashDetection.is_depth_computation_supported(overlap_type) reports whether max local depth and penetration depth can be computed for a clash. It is the sanctioned pre-check for ClashDetection.compute_max_local_depth() and ClashDetection.compute_penetration_depth(), which do not test the overlap type themselves.

  • usd_utils.get_points_prim_widths_array() accepts an optional time.

  • The following remain unsupported for point-cloud-to-mesh pairs: max local depth, penetration depth / depenetration, motion vector estimation, the legacy createOverlapReport (use createOverlapReportEx / ClashDetection.get_overlap_report2), clashing faces and collision outlines, SETTING_TOLERANCE, and the static permanent-overlap purge. The dynamic purge (SETTING_PURGE_PERMANENT_OVERLAPS) does cover point-cloud-to-mesh pairs.

[110.4.0] - 2026-08-31#

Version bump.

[110.3.0] - 2026-07-20#

Version bump.

[110.2.6] - 2026-07-16#

Improved#

  • Clash detection between static meshes and point clouds now allows specifying a time or frame through settings in the Clash Query Window.

[110.2.2] - 2026-07-14#

Fixed#

  • Fixed an issue where the object selection window caused an error when used with point cloud ROI.

[110.2.1] - 2026-07-13#

Fixed#

  • Pressing the Escape key did not clear highlighted clashes in the Clash Results Window.

  • The object selection window now allows dropdown options from its toolbar.

  • Fixed an issue where drag-and-drop of objects was sometimes incorrect.

  • Fixed navigation bar displacement when the Clash Viewport is activated.

[110.2.0] - 2026-06-10#

Version bump.

[110.1.9] - 2026-05-11#

Added#

  • Clash Results Window: The Clash Query combo box now supports filtering of dropdown items while it is expanded.

Fixed#

  • Clash Viewport: Resolves incorrect colors of clashing objects when the Clash Viewport is enabled in specific cases.

[110.1.7] - 2026-04-08#

Added#

  • Clash Results Window

    • Possibility to show clash times in results window also in frames (not only time).

  • Point Cloud Clash Detection

    • New clash detection mode for Point Cloud prims vs. meshes. Enable via Enable Point Clouds in the Clash Query Window (Scope section).

    • Min Distance, Tolerance, Depth Epsilon, Max Local Depth, and Penetration Depth show “N/A” with tooltips for point-cloud clashes where the values are not meaningful.

    • Clash Results / Export column Triangles renamed to Elements. Results table shows pt / tr suffix on the Elements count to distinguish clash types at a glance. Update filter expressions from [Triangles] to [Elements].

    • Before a point-cloud query runs, each source point cloud prim of type NVSealedUsdArchive is extracted. Stale children from previous extractions are removed first. If no settings record exists for a source path, one is auto-created with an _extracted_points destination suffix. Point cloud nodes are correctly transformed based on their USD hierarchy.

    • New dialog: Settings → Point Clouds → Configure Point Cloud Settings… for managing point cloud extraction.

    • New progress bar colors

      • Teal color is used for loading of clash detection results into the window.

      • Purple indicates the extraction of point clouds.

  • Clash Viewport

    • Clash Viewport has been restructured to leverage Clash Bake for transient and persistent clashes visualization.

      • Transient clashes: ClashDetectionViewportAPI.display_clashes (in reference UI click selecting clash results from ClashDetection window)

      • Persistent clashes: ClashDetectionViewportAPI.bake_clashes (in reference UI selecting clash records and clicking Generate Clash Meshes)

    • Any visualization generated by Clash Bake is now supported in both main and clash viewport without the need to explicitly bake it, for example:

      • Animated clashes (per polygon visualization).

      • Point clouds clashes (AABB, clashing points and source point cloud).

  • Clash Bake

    • Clash Bake layer is now always on, and its lifecycle is transparently handled by Clash Viewport.

    • Clash Bake generates clashing points and world-space AABB boxes for Point Cloud / Meshes clashes.

    • New bake inline mode option (defaults to False).

      • When set to False generates visualization outside the source hierarchy to reduce USD re-composition impact and improving performance on large stages.

    • Many options have been added to allow flexible customization of the generated visualization appearance.

  • Clash Detection Examples

    • A new extension that offers headless building blocks for running clash detection through Python scripts. It also includes a panel displaying ready-made examples. The extension must be enabled manually, as it is not activated automatically by the bundle extension.

Developer Notes#

New#

  • Extension: omni.physx.clashdetection.pointcloud A standalone extension exposing an async extract_point_cloud API.

  • OverlapType:

    • POINT_CLOUD_MESH type added.

    • NORMAL / MESH_MESH aliases the original mesh-vs-mesh mode.

  • Detected point indices (usd_points_0) and effective radii (usd_points_0_sizes) stored per frame in ClashFrameInfo.

  • New property ClashInfo.is_point_cloud_clash.

  • New settings:

    • SettingId.SETTING_ENABLE_POINT_CLOUDS (master switch)

    • SettingId.SETTING_POINT_SIZE_OVERRIDE (override radii when no widths attribute is present)

  • Utility function: usd_utils.get_points_prim_widths_array(stage, prim_path) - retrieves widths from a UsdGeom.Points prim.

  • ClashQuery.roi_include_path / roi_exclude_path - mesh ROI fields for point cloud queries.

  • PointCloudSettings data class: identifier, point_cloud_prim_path, destination_path, save_to_session_layer, skip_rendering, max_lod_level.

  • ClashData CRUD for PointCloudSettings: insert_point_cloud_settings, update_point_cloud_settings, find_point_cloud_settings, find_point_cloud_settings_by_point_cloud_prim_path, find_point_cloud_settings_by_destination_path, remove_point_cloud_settings_by_id, fetch_all_point_cloud_settings.

  • Clash Viewport API: high-level API surface for transient and persistent visualization includes display_clashes, bake_clashes, clear_clashes, clear_bake_layer, change_bake_layer_identifier, and set_load_data_callback.

  • Clash Bake Options: ClashBakeMeshOptions adds inline_mode, and point-cloud-specific bake customization is exposed through ClashBakePointCloudOptions and ClashBakeBoxOptions.

  • Increased test coverage.

Changed#

  • ClashFrameInfo.overlap_tris and ClashInfo.overlap_tris renamed to overlap_elements. Old names kept as backward-compatible read-only shims.

  • Database / Serialization

    • ClashQuery schema v3 → v4: Adds roi_include_path, roi_exclude_path columns.

    • ClashFrameInfo schema v6 → v7: Adds usd_points_0, usd_points_0_sizes BLOB columns; renames overlap_tris → overlap_elements.

    • New point_cloud_settings table (v0 → v2): Stores extraction settings per point cloud prim.

    • All migrations applied automatically on first open.

Fixed#

  • Column sizing in Clash Query and Statistics window.

[110.0.1] - 2026-02-06#

Fixed#

  • Fixed a memory leak that occurred while retrieving clash results.

[109.0.12] - 2026-01-07#

Improved#

  • Reproducible clash detection results when using USDRT with renderer instancing enabled.

  • Clash Viewport: Improved reliability global viewport setting by ensuring render settings are properly restored, even in cases of errors when the clash viewport is opened.

[109.0.11] - 2025-12-10#

Added#

  • Clash Results Window

    • Added advanced filtering capabilities with support for expressions, including references to columns, string and numeric values, comparison, and logical operators.

    • Automatic clash status change after each clash detection run:

      • If a clash is newly detected in the latest clash detection run, it is marked as New.

      • The state will automatically change from New to Resolved if the clash is no longer found in the stage.

      • If the clash continues to appear in updated data, its state automatically changes from New to Active.

    • New columns now display penetration depths in all six directions: +X, -X, +Y, -Y, +Z, -Z.

    • New commands in the context menu:

      • Compute Max Local Depth for current frame: Compute the maximum local depth for the current frame.

      • Compute Max Local Depth for all clashing frames: Compute the maximum local depth for all clashing frames.

      • Compute Penetration Depths for current frame: Compute penetration depths in all six directions for the current frame.

      • Compute Penetration Depths for all clashing frames: Compute penetration depths in all six directions for all clashing frames.

    • Ability to start the Clash Viewport from the main panel.

  • New Grouped View

    • This window displays detected clashes organized into groups, making it easier to work with large numbers of clashes. Grouping is done automatically based on scene hierarchy-USD prim path and kind.

  • New Query Statistics Summary Window

    • This window provides a summary of statistics for every query in the open USD project, including the total number of detected clashes and a breakdown by clash status.

  • Clash Query Window

    • Base section: Added the possibility to edit the query name and comment also in the query settings property list.

    • New ability to edit query settings’ time codes as frames via a setting option.

    • Introduced Triangle Limit option.

    • New option to consider or ignore invisible/inactive prims.

  • Clash Bake:

    • New API to bake directly to a non-composed layer (Sdf Layer Mode, used by default in the reference implementation).

    • Highlight clash meshes only during the clash start-end interval.

    • New option to use Selection Groups, enabling seeing through occlusions (on by default in the reference implementation).

    • Enabled baking of duplicates, static clashes, and recursively nested instanced prims.

    • New option to decide the granularity of batches for the clash bake process (“Batch size”).

    • New option to enable or disable regular clash viewport selection highlight when bake is active.

    • New option to control whether to keep database-loaded data in memory (“Keep db data in memory”).

    • New option to control whether to keep baked clashes created until user cancellation (“Finalize when cancelled”).

    • Shows a notification with bake details after the process is finished, interrupted, or when an error occurs (“Show notification”).

  • Clash Viewport:

    • Enables selecting multiple clash result rows in the Clash Detection window and viewport.

    • New setting to control the maximum number of selectable clashes in viewports.

    • New settings to control camera centering and fine-tuning behavior.

    • New option to control how many frames to wait before and after taking a clash screenshot for export in the reference implementation.

    • New setting to disable selection group highlight fill (also affects clash bake visualization).

    • New settings to selectively show clash meshes, outlines, and wireframes in the main viewport and in the clash viewport.

    • New options to log profile data for debugging.

  • Clash Detection API:

    • New clash database migration system; it is now possible to migrate older clash databases to a new version.

    • HTML/JSON export: Added support for a custom (header) name/value section.

    • Added methods to compute depths on demand: compute_max_local_depth and compute_penetration_depth.

    • A feature to compute penetration depths along world-space coordinate axes has been added. This measures how much the objects should be moved in the requested directions to fully resolve the overlap and separate the objects.

Improved#

  • Clash Results Window

    • Clash fetching process is now up to 3x faster.

    • Improved copy-to-clipboard feature to also include the header.

  • Clash Query Window

    • Scope section:

      • The Pick… button now appends selected prims to the search set edit box, so it is possible to add multiple targets by using the Pick button.

      • The drag-and-drop feature has been improved: dragging multiple prims into the search set edit box now correctly displays all dropped prim paths, rather than only the first one.

    • The currently selected query in the query drop-down in the Clash Results window is now automatically opened when the user opens the Query Management window.

    • Depth computation improved: introduced computation modes and further extended with the Contact Cutoff value; the code aborts the computation of the max local depth as soon as it is found to be larger than the cutoff value.

  • Clash Bake:

    • Significantly faster clash bake process with the “Sdf Layer Mode”.

    • Significantly faster runtime clash performance, particularly when using Selection Groups.

    • Significantly faster enabling/disabling of bake layers in the reference implementation.

    • Significantly faster bake layer switching performance when selecting different clash queries in the reference implementation.

  • Clash Detection API:

    • The accuracy of the “max local depth” computation has been improved. There are now three available accuracy levels, from fastest/less accurate to slowest/most accurate. The default is a medium level, a good middle ground between the two. The max local depth is mainly used to identify and filter out “contact cases,” where objects are just touching (e.g., resting on top of each other, without clear clashes).

[107.3.17] - 2025-08-19#

Added#

  • Clash Viewport:

    • Added an option show or hide clash meshes or intersection profiles (outlines) in the main viewport.

    • Added an option to use selection groups in main viewport to highlight clash meshes (on by default).

    • Added an option to enable or disable visualization in main and clash viewports.

    • Added an option to enable or disable use of translucent materials in clash viewport.

Improved#

  • Selection is triggered when clicking on the clash# column.

  • Clarified description of penetration depth related parameters.

  • Clash Viewport:

    • Always center camera around clash intersection profiles (outlines) when they exist in current clash

    • Center on the smaller clash mesh / source mesh if it’s significantly smaller than the other clash / source mesh

    • Avoid creating very small clash intersection profiles (outlines) and print a warning when that happens

    • Avoid creating empty clash intersection profiles (outlines) to prevent USD warnings for clashes with no intersection profiles

    • Display warnings when exceeding the number of allowed clash meshes to be displayed

    • Fix Main viewport default light becoming disabled after opening clash viewport

[107.3.9] - 2025-07-10#

Added#

  • A row limit has been introduced in the Clash results table to restrict the number of rows displayed. The current limit is set to 1 million rows.

  • Introduced a per-clash outline triangle limit setting for the clash detection engine.

  • Added a new clash detection engine setting to ignore redundant overlaps.

  • Clash Baking feature:

    • Added new options to enable / disable per polygon bake, wireframes and outlines.

    • Added new display opacity mode to improve runtime performance for large meshes.

    • Added support for baking meshes animated through animation curves.

Improved#

  • The clash detection engine can now process more clashing pairs than before, allowing it to run on even larger stages.

  • The clash report exporter now uses row numbers instead of clash IDs.

  • The currently edited query is now automatically saved when the window is closed.

  • Clash Visualization: Enhanced outline transform computation for clashes far from the origin and boosted performance by leveraging FSD.

  • Clash detection pipeline now runs asynchronously, not blocking the UI.

Fixed#

  • Certain “2D meshes” that were previously flagged as invalid during the clash detection process are now processed correctly.

  • Fixed an issue that occurred when assigning a person (PIC) in the Clash results table.

[106.5.0] - 2025-03-07#

Added#

  • Contact Depth: A new experimental feature that measures the local depth of contact between two objects. It also includes an adjustable Depth Epsilon value to differentiate between hard clashes and contact cases.

  • Clash Query settings were reorganized for better understanding.

  • Clash Query searchsets now support multiple object paths.

  • Improved viewport visualization for dynamic clashes, now capable of displaying animated clashes as actual animations.

  • Consumes considerably less RAM while processing clash detection results and manages out of memory conditions more effectively by halting clash detection and releasing all allocated memory.

  • Faster stage enumeration (first step of clash detection process).

[106.4.0] - 2024-12-05#

Added#

  • Duplicate Mesh Detection and Management: This feature identifies and manages duplicate meshes. It specifically targets static, identical meshes that overlap completely due to having identical transformations.

  • Clash Classification: The system now supports clear classification of clashes into soft and hard categories. This is achieved by measuring the minimal distance between clashing objects.

  • Static Clash Detection Timing: Users can specify a specific time for static clash detection, which previously defaulted to the current time on timeline.

  • Clash Query Export/Import: Users can now export and import clash queries using JSON files, streamlining data exchange.

  • Per-Frame Transformation Tracking for Clashing Objects: Transformations of both clashing objects are now saved for each frame where a clash occurs, rather than only at the first frame. This enhancement helps users determine if an object in the scene has moved at any time since the last clash detection run.

  • Different colors on the progress bar now represent various stages of clash detection:

    • Green indicates the conversion of curve animations to time samples.

    • Orange signifies the clash detection engine’s activity.

    • Blue denotes the result-fetching process.

[106.2.0] - 2024-09-25#

Added#

  • Support for curve animations has been added. Works seamlessly as a part of clash detection process.

  • The Clash Query combo box now displays the start and end times for dynamic queries.

Improved#

  • The retrieval of results at the end of the clash detection process is now five times faster.

  • Improved internal processing of clash detection files to ensure proper support for larger files (approximately 2GB and more).

Fixed#

  • The search set picker was not updating properly after a stage change.

  • If only a single search set was configured, no clash detection results were returned.

Removed#

  • The feature that indicated outdated transformations (an orange square) has been disabled, as it is no longer relevant. This change is due to our support for curve animations, which require conversion into time samples; a process that only occurs when the clash detection process begins.