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- ShaderNetwork : Added support for InternedStringData attributes in string parameter substitutions.
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- MurmurHash : Added specialisation for `std::hash`, among other things allowing the use of MurmurHash as a key in `unordered_map`.
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- CompoundObject : Defaulted template argument to `Object` in `member()` methods.
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10.5.3.0 (relative to 10.5.2.1)
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========
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Improvements
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------------
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- OpenImageIOAlgo : Added support for `InternedStringVectorData` to `DataView`.
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Build
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-----
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- Windows : Fixed include order.
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10.5.2.1 (relative to 10.5.2.0)
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========
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Build
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-----
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- SConstruct : Make sure VDB includes can be found
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- USDScene : Fix build for older USD versions
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10.5.2.0 (relative to 10.5.1.0)
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========
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Improvements
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------------
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- USD PrimitiveAlgo : Added `readPrimitiveVariable()` utility method for reading from regular `UsdAttributes`.
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- USDScene : Added support for reading from in-memory stages by passing a filename of the form `stageCache:{id}.usd` where `{id}` specifies a stage which has been inserted in the `UsdUtilsStageCache`.
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Fixes
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-----
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- USDScene :
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- Fixed handling of invalid values on the following attributes :
Invalid values are now ignored with a warning, instead of loading as invalid primitive variables.
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- Fixed treatment of unconnected material outputs during reading. If they were "authored" but not connected to a source, they were incorrectly being treated as valid attributes, and loading as empty ShaderNetworks which caused problems elsewhere.
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- ToMayaMeshConverter : No longer locks normals set on the Mesh from the scc.
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Breaking Changes
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----------------
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- IECoreMaya : Maya meshes converted from Cortex data no longer have normals set explicitly and instead relies on Maya to calculate them.
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10.5.1.0 (relative to 10.5.0.0)
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========
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@@ -70,6 +132,14 @@ Breaking Changes
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- Changed function signature.
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- Bug fixes mean subtle changes to the resulting points.
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10.4.10.3 (relative to 10.4.10.2)
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=========
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Fixes
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-----
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- USDScene : Fixed treatment of unconnected material outputs during reading. If they were "authored" but not connected to a source, they were incorrectly being treated as valid attributes, and loading as empty ShaderNetworks which caused problems elsewhere.
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