Haï~
3f5fd7aff7
(MIGRATION END) Change namespaces
2023-10-02 04:48:23 +02:00
Haï~
6c00522b62
(MIGRATION) Redefine assembly definitions
2023-10-02 04:48:10 +02:00
Haï~
f3d4a5b760
(MIGRATION) Rename AacV0 to AacV1
2023-10-02 04:48:03 +02:00
Haï~
af5ce1576b
(MIGRATION) Fix all compilation issues
2023-10-02 04:47:57 +02:00
Haï~
c4174120b9
(MIGRATION) Rearrange assembly structure
2023-10-02 04:47:51 +02:00
Haï~
3bfcb763a1
(MIGRATION START) Move all of V0 to V1:
...
- This commit marks the start of breaking changes
2023-10-02 04:47:33 +02:00
Haï~
b1fbb5f4d8
Add HDR color and update asset lookup:
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- Add support for HDR color animation.
- Update asset lookup to look for proxies and masks in the Packages folder.
2023-09-03 15:01:02 +02:00
Haï~
27399ae25b
Add a first batch of automated tests
2023-09-03 15:01:01 +02:00
Haï~
dfbabc55a3
Restrict DrivingIncreases and DrivingDecreases to numeric parameters only:
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- This change was made in-between versions.
2023-09-03 15:00:48 +02:00
Haï~
a675325491
Fix transition duration to SSM was not configured (was 0.1 second by default)
2023-09-03 14:59:50 +02:00
Haï~
fbda5a01fa
(BACKWARDS) Create anomalous default clip:
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- Ensure backwards compatibility by creating an anomalous clip to be used by default on animators
2023-09-03 14:59:30 +02:00
Haï~
9cbdd51964
(BREAKING) Fix double unit conversion when using Frames unit, potentially resulting in 1-keyframe animations.
2023-09-03 14:58:37 +02:00
galister
8b41ec953e
add AacFlParameter<TParam> and AacFlNumericParameter<TParam>
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in order to simplify the maintenance of extension methods
2022-12-16 22:43:52 +01:00
galister
b9c7211867
refactor to VRChatExtensions
2022-12-16 21:32:49 +01:00
galister
5ca04dec04
allow a way to force non-local parameter driving (e.g. for randomize)
2022-12-16 21:28:12 +01:00
galister
53107d0a32
add missing meta files
2022-12-16 21:26:26 +01:00
galister
4bcc2fa6fd
add DrivingRemaps and DrivingCopies
2022-12-16 21:25:14 +01:00
galister
ea54506b53
VRC behaviors to work on both States and SSM's.
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All VRC-specific behavior helpers are now extension
functions that can be called using AacAnimatorNode
2022-12-16 21:14:31 +01:00
galister
104e0d3ac3
allow moving AnimatorNode movements between States and SSMs
2022-12-16 21:14:31 +01:00
Haï~
7bf965824d
Use a Unity function to clear sub-state machines:
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- The previous method may not have been safe for clearing assets.
2022-05-10 20:06:47 +02:00
Haï~
46c7bf9000
Add CgeAacFlTransition.Automatically():
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- This is equivalent to a transition that occurs after the animation is at least at 0 percent.
- It is meant to be used with sub state machine nodes exiting.
2022-05-10 20:06:47 +02:00
Haï~
77d68dcc0f
Add IAacDefaultsProvider.ConfigureStateMachine(...) to position the core nodes
2022-05-10 20:06:47 +02:00
Haï~
955655fd6f
Add AacFlStateMachine.WithParentStateMachinePosition(...)
2022-05-10 20:06:47 +02:00
Haï~
1afdc600b3
Add AacFlState.AutomaticallyMovesTo(AacFlStateMachine) for parity:
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- This brings parity with States, so that a state machine node can automatically move to another state.
2022-05-10 20:06:47 +02:00
Haï~
928f4dfe79
Rename NewStateMachine to NewSubStateMachine so that it does not share the same prefix as the more commonly used ".NewState(...)"
2022-05-10 20:06:46 +02:00
Haï~
261ea030c4
Replace single-letter template variable T with TNode
2022-05-10 20:06:46 +02:00
galister
838ed8cd38
add AacFlStateMachine.Restarts() for self-transitions
2022-05-10 20:03:40 +02:00
galister
5a7ae074cd
format & refactor
2022-05-10 20:03:40 +02:00
galister
e14e2850a5
default location of new nodes more to the right
2022-05-10 20:03:40 +02:00
galister
d2ed56681c
add support for sub-state machines
2022-05-10 20:03:40 +02:00
Haï~
7369355a76
Make some functions in AacFlLayers return themselves instead of void:
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- AacFlLayer.OverrideValue(...) overloads now returns itself.
- AacFlLayer.WithAvatarMask(...) now returns itself.
- AacFlLayer.WithAvatarMaskNoTransforms(...) now returns itself.
- AacFlLayer.ResolveAvatarMask(...) now returns itself.
- Other void-returning functions in AAC do not return themselves because:
- Some of them are meant to be used for cleanup purposes rather than for build purposes, so returning void here creates a usability gap to draw attention.
- The ones used in animation keyframes marks it as the last operation that consumes the chain, as further calls would not be logical (i.e. .WithOneFrame(...).WithAnimationCurve(...))
2022-05-10 20:02:55 +02:00
Haï~
8bbf482210
Add AacFlState.PoseSpaceEntered(...), PoseSpaceExited, PoseSpaceEnteredPercent, and PoseSpaceExitedPercent:
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- Add AadFlState.PoseSpaceEntered(...) with 0-duration default overload.
- Add AadFlState.PoseSpaceExited(...) with 0-duration default overload.
- Add AadFlState.PoseSpaceEnteredPercent(...)
- Add AadFlState.PoseSpaceExitedPercent(...)
2022-05-10 20:02:55 +02:00
Haï~
508b458fba
Add AacFlState.WithCycleOffset(...), WithCycleOffsetSetTo, and WithSpeedSetTo:
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- Add AacFlState.WithCycleOffset(...)
- Add AacFlState.WithCycleOffsetSetTo(...) which takes a fixed value.
- Add AacFlState.WithSpeedSetTo(...) which takes a fixed value. AacFlState.WithSpeed(...) already exists.
2022-05-10 20:02:55 +02:00
Haï~
f846228d82
Add AacFlTransition.WithInterruption(...):
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- Add AacFlTransition.WithInterruption(...). This may replace AacFlTransition.WithSourceInterruption(...)
2022-05-10 20:02:55 +02:00
Haï~
4d6aa08314
Add AacFlState.PlayableEnables(...), PlayableDisables, and PlayableSets:
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- Add AacFlState.PlayableEnables(...) with 0-duration default overload.
This function is exposed with the assumption that Playable Layer Control would often be used with a all-or-nothing weight.
- Add AacFlState.PlayableDisables(...) with 0-duration default overload.
- Add AacFlState.PlayableSets(...) to control everything about the behaviour.
2022-05-10 20:02:55 +02:00
Haï~
48855de6ce
Document the use of WithDefaultState:
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- Document how WithDefaultState differs from Entry transitions.
2022-03-20 05:19:04 +01:00
Haï~
c7a6684e75
Fix Animates documentation was incorrect:
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- Fix Animates documentation used to describe animating the enabled property of a Component, which was not the case.
2022-03-20 05:19:04 +01:00
Haï~
2ea5b42092
Add AacFlSettingCurve.WithAnimationCurve(...) to animate using traditional AnimationCurve objects:
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- Add WithAnimationCurve to animate using traditional AnimationCurve objects
2022-03-20 05:19:04 +01:00
Haï~
573fc7eaef
Add AacFlLayer.WithDefaultState(...) to change the default state:
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- Add WithDefaultState to change the default state of a layer
2022-03-20 05:19:04 +01:00
Haï~
e31fbb1586
Update README.md
2022-03-10 21:45:33 +01:00
Haï~
010f2f17f5
Add missing Driving overloads:
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- DrivingIncreases for int
- DrivingDecreases for int
- DrivingRandomizesLocally for bool
- Fix documentation
2022-03-07 13:36:25 +01:00
Haï~
739292efdb
Add Introduction
2022-02-28 15:24:37 +01:00
Haï~
276c8d3ddf
Add Reference
2022-02-28 15:24:37 +01:00
Haï~
9ba8fa3520
Rename AreLesserThan to AreLessThan (Breaking):
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- Breaking change: Rename AreLesserThan to AreLessThan, to match the singular counterparts
2022-02-27 23:28:46 +01:00
Haï~
e532cd82ac
Make avatar buildable, and improve examples:
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- Surround example code with UNITY_EDITOR condition
- Change assembly definition to depend on VRC
- Improve Example 3: Make it animate a wedge
- Improve ExampleManual Placing States: Add zero argument overload
2022-02-27 22:05:43 +01:00
Haï~
30a970d043
Add FUNDING.yml
2022-02-27 20:16:34 +01:00
Haï~
58c51926a7
Add Animator As Code
2022-02-27 20:16:34 +01:00
Haï~
16199f7614
Initial commit
2021-05-07 12:42:29 +02:00