Haï~
d31b2282fa
(MIGRATING) Change AnimationUtility.SetEditorCurve to AnimationClip.SetCurve to match new V1 behaviour
2023-10-02 07:16:46 +02:00
suzuryg
d19757cb21
Add Positioning and Rotationing animation method
2023-10-02 07:00:19 +02:00
suzuryg
2166a8e0d8
Add AacFlClip.BlendShape() overload
2023-10-02 07:00:19 +02:00
suzuryg
b1e2ff3316
Add StateMachine property to AacFlLayer
2023-10-02 07:00:19 +02:00
Haï~
3b3c37ae8e
Replace all .meta GUIDs
2023-10-02 06:56:43 +02:00
Haï~
e319d85c84
Fix avatar masks were generated in the controller instead of the container
2023-10-02 05:20:12 +02:00
Haï~
a603cd5690
Update LICENSE year
2023-10-02 04:53:27 +02:00
Haï~
c07e47ca48
(PACKAGING) Change the folder structure for package format
2023-10-02 04:53:27 +02:00
Haï~
7ab6312160
(PACKAGING) Move migration guide to a central documentation repository
2023-10-02 04:53:27 +02:00
Haï~
c4d5cba7f0
(PACKAGING) Move all examples to a separate repository
2023-10-02 04:53:27 +02:00
Haï~
2b2ec1e27c
(PACKAGING) Move VRChat Extensions and Destructive Workflow to separate repositories
2023-10-02 04:53:27 +02:00
Haï~
c556a9b96a
Replace AnimationUtility.SetEditorCurve with AnimationClip.SetCurve
2023-10-02 04:53:27 +02:00
Haï~
48b71e063a
Add AacFlEditClip.AnimatesObjectReference
2023-10-02 04:53:27 +02:00
Haï~
ecc272ebac
Allow the AssetContainer to be null, so assets will only live in memory
2023-10-02 04:53:27 +02:00
Haï~
3d13898ab2
Add AacFlBase.DuplicateAsset
2023-10-02 04:53:27 +02:00
Haï~
207d94cf30
Rename AacFlController.CreateLayer to AacFlController.NewLayer
2023-10-02 04:53:27 +02:00
Haï~
0e15f255b3
Disable undo on all relevant Unity function invocations
2023-10-02 04:53:27 +02:00
Haï~
a1e5a43491
(BREAKING) Replace structs with classes
2023-10-02 04:53:27 +02:00
Haï~
fd5c47e83c
Split functions from Aac into AacInternals
2023-10-02 04:53:27 +02:00
Haï~
53da87438e
Add AacFlBase.NewBlendTree
2023-10-02 04:53:27 +02:00
Haï~
d22d73cc82
(BREAKING) Add AnimatorAsCode V1:
...
- Breaking changes:
- Remove dependency to VRChat in the AnimatorAsCode.V1 namespace. The namespace should now be usable in non-VRChat projects.
- All VRChat-specific methods are now extension functions in a separate namespace, AnimatorAsCode.V1.VRC.
- VRChat methods that modify existing assets are split into a separate namespace, AnimatorAsCode.V1.VRCDestructiveWorkflow.
- Breaking fixes:
- Fix incorrect type signature on AacFlFloatParameterGroup.ToList() and AacFlIntParameterGroup.ToList().
- Add AacFlBase.NewBlendTree():
- This allows creating blend trees as code.
- Add AacFlState.WithAnimation(AacFlBlendTree).
- Add AacFlBase.NoAnimator():
- This can be used to obtain AacFlParameter objects for use in the generation of BlendTrees and other systems, without requiring the existence of a backing animator controller.
- This can also be used in some cases where there are type casts (Bool to Float, Float to Bool).
- Add AacFlBase.NewAnimatorController():
- This is meant to be used for non-destructive workflows.
- This creates an animator controller inside the asset container. This animator controller will be reaped in the same way as other assets are reaped.
2023-10-02 04:51:07 +02:00
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:
...
- 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:
...
- 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:
...
- 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>
...
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.
...
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:
...
- The previous method may not have been safe for clearing assets.
2022-05-10 20:06:47 +02:00
Haï~
46c7bf9000
Add CgeAacFlTransition.Automatically():
...
- 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:
...
- 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