SequenceTimeOfNextCapture was reporting time with respect to two
different frames depending on context: either it would report absolute
time since the start of the sequence, if the first capture had not been
completed, or it would report the amount of time left until the next
capture, relative to the current time.
Removed logic which reported relative time, which seems like it was not
part of any code path, or was being corrected for elsewhere in
SimulationState's update loop. Removed some of the error correction in
the update loop and added stricter expectations for the management of
the timing code.
Added unit tests to ensure function reports time we'd expect regardless
of context.
Created follow-up task AISV-845 for making the timing code less fragile.
* changed the namespace of randomization tools to experimental
* moved randomization UI code to experimental namespace
* updated docs to emphasize that the randomization tools are experimental
* updated changelog
* Merge branch 'dr-test3' of https://github.com/Unity-Technologies/com.unity.perception into dr-test3
Add some tooltips and UI labels to perception camera, labelers, randomization scenarios, and parameter configurations
* making requested change
variable name case change
* added ///<inheritdoc/> to description overrides
* two more xmldoc additions to fix warnings
* Fixing labeling when renderers have per-material MaterialPropertyBlocks. Also supporting refreshing labeling manually after making changes to renderers or the Labeling component.
* updating changelog
* Lens Distortion now added as a pass for both semantic and instance segmentation by way of a LensDistortion shader. This can be enabled either through enabling post-processing in URP or HDRP respectively or by utilizing the override although this approach is internal only currently but allows for the manipulation of the shader without having to have access to the global volume which in some test scenarios is not available.