Commit Graph

21 Commits

Author SHA1 Message Date
bd_
2a321612fc GC unused game objects (#229) 2023-03-04 14:15:27 +09:00
bd_
d39e17a8f6 feat: add object-based menu system (#218)
This adds a GameObject/Component based menu editing system, heavily inspired by Hai's Expressions Menu Hierarchy editor (https://github.com/hai-vr/av3-expressions-menu-hierarchy-editor)
2023-03-04 14:15:27 +09:00
bd_
d39c098893
feat: improve handling of editoronly objects (#224) 2023-02-25 17:53:09 +09:00
bd_
dcc1650dbd fix: make generated assets easily visible in play mode 2023-02-08 22:35:44 +09:00
bd_
c2e6bb53cd feat: Add error reporting UI 2023-02-08 22:19:10 +09:00
bd_
85617735e9 fix(visible-head-accessory): workaround unity crash
Reported-By: Momishiro
2023-01-30 22:55:56 +09:00
bd_
dd07acda1d chore: mark AfterProcessing hook internal 2023-01-16 21:15:30 +09:00
bd_
76dfa2a6fc chore: more perf improvements 2023-01-05 21:47:37 +09:00
bd_
250e8be54c fix: improve build performance by ~10x
CreateAsset, as it turns out, can be extremely slow, particularly when used on Mesh objects.
By adding our generated objects as sub-objects of a container AnimatorController, we can
minimize this overhead.
2023-01-05 21:30:44 +09:00
bd_
1635b988a9
feat: improved merge armature implementation (#174)
This branch rewrites the merge armature logic to be both simpler and more reliable. In particular, all components in the merged armature will always be moved into the target armature, eliminating the need for complex and unreliable constraint adjustments. I also rewrite the path remapping logic to be more reliable by tracking actual GameObjects, rather than string paths.

This change fixes a number of constraint-heavy outfits, including:

* https://cloudz.booth.pm/items/3751948
* https://capettiya.booth.pm/items/4424678

It also fixes issues with some more advanced use cases, such as animating transforms on bones that are newly added using merge armature.
2023-01-05 04:10:22 -08:00
らいちちゃん
a361789c43
feat: add support for nested Menu Installer operation
With this change it is now possible for Menu Installer to specify as its target a menu installed by another Menu Installer, or a submenu thereof. This allows prefabs to inject extension entries into other prefab menus.
2023-01-01 23:42:54 -08:00
bd_
f49c6a0d2e ensure that MA processing runs even if all MA components are inactive 2022-12-17 21:31:16 -08:00
bd_
ab2761a30f Avoid recursive reprocessing of avatars 2022-12-17 21:21:50 -08:00
bd_
8bbe774ea1
Adjust callback order to support EditorOnly fully (#151) 2022-12-09 12:41:07 -08:00
bd_
5bc9211f80
Add a component to block PhysBone chains (#113)
Closes: #111, #104
2022-11-30 12:49:45 -08:00
bd_
9a38bd8620
Fix some issues caused by nesting AvatarDescriptors (#110) 2022-11-29 09:58:12 -08:00
bd_
ff313f33a9 Avoid exposing a bunch of internal APIs 2022-11-27 13:51:39 -08:00
bd_
0dd571e371 Restore compatibility with legacy unitypackage VRCSDKs
If this breaks again I probably won't fix it.
2022-11-26 12:57:29 -08:00
bd_
929f1a4d9f Rename manual bake menu item and add validator
Closes: #95
2022-11-25 15:32:04 -08:00
bd_
d2f8c22ac8 Fix quadratic time behavior on exception
Previously, processing would abort before clearing AvatarTagComponents when an exception
is thrown. This would result in unprocessed AvatarTagComponents re-triggering processing
as part of their Awake callback, causing O(n^2) behavior.
2022-11-24 17:19:37 -08:00
bd_
318599ae3d The Big Rename
Closes: #84
2022-11-10 20:42:46 -08:00