Commit Graph

15 Commits

Author SHA1 Message Date
bd_
c454bc1ed8
fix: blendshape sync not being processed (#466)
* Add integration test for blendshape sync

* fix: blendshape sync not being processed

This change refactors AnimationDatabase to be part of the same extension
context as the TrackObjectRenames functionality (which is renamed back to
PathMappings). This then allows us to sequence deactivation of this context
to come after blendshape processing completes.

Fixes: #461
2023-10-01 00:09:43 +09:00
anatawa12
cd6e018d47
feat: MA World Fixed Object (#385) 2023-09-24 16:59:02 +09:00
bd_
b55fa356db Merge remote-tracking branch 'origin/main' into 000/plugin 2023-09-17 22:01:26 +09:00
bd_
ebda9cf7d5
fix: fixup expressions menus to avoid validation errors (#434)
This change scales oversized expression menu items, and redacts undefined
parameters to avoid hard-to-diagnose build errors.
2023-09-14 21:24:20 +09:00
bd_
99386fc756 feat: NDMF integration 2023-09-04 23:18:23 +09:00
bd_
333d4e8a95 chore: fix perf issues with new asset saving logic 2023-08-04 20:23:56 +09:00
bd_
abdbecf26f fix: attempting to add scene assets to avatar asset 2023-08-02 22:54:30 +09:00
bd_
0f2895c14e fix: serialization GC not recursing into scriptable objects 2023-07-31 21:05:35 +09:00
bd_
7ce6d93083 chore: automatically save assets referenced at the end of processing 2023-07-30 01:52:54 +09:00
bd_
dec90cb6ca chore: use binary serialization for generated assets
Thanks to @anatawa12 for the suggestion
2023-07-30 01:52:54 +09:00
bd_
6b5fc80167 fix: rename parameters hook interferes with menu installer references 2023-05-14 20:18:41 +09:00
bd_
4295767be7 chore: fixing broken tests 2023-04-15 19:49:50 +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_
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