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A UI for building OpenSim models

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**Estimate**: 1d Currently has a compile-time size, but that's OTT for it's actual use-case (as a message buffer for the log).

**Estimate**: 0.5d They all have very similar functionality, it's just that `SceneCollision` uses a different IDing method from `BVHCollision`

Edge-case issue in the rendering API: the shader/material API doesn't re-default uniform values if they aren't set by the caller. This becomes an issue when other parts of the codebase...

rendering

**Estimate**: 0.25d The model editor tab does not have a `close` item in the `file` menu at the top. This is inconsistent with the mesh importer, which does. This will...

Needed for shadow mapping - the renderer is writing 24-bit depth values but they aren't currently being used. See: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping for an idea of how each buffer is used

rendering

Minor refactor change. It will make the `osc::SceneRenderer` simpler, and to open up the possibility of (e.g.) custom rim-highlighter uses later in the custom UI screens.

rendering

A user mentioned that she commonly wants to copy the orientation of some other element in the mesh importer to whatever they have selected. This functionality is available via `right...

**Estimate**: 1d Pointed out by Sunny-S Adding a `CoordinateCouplerConstraint` presents the user with a free-form text input in which they need to paste a coordinate name. A better UX for...

workshop2022

**Estimate**: 3-5d Seems like a common use-case and doesn't necessarily require that everything is done in OpenSim Creator (e.g. it can prescribe using Blender or Meshlab) Users typically get 3D...

workshop2022

**Estimate**: 2-3d OpenSim Creator tries to keep alive as long as possible during typical use. This is so that the user's progress is always available. Therefore, we can't afford to...