dfbabc55a3
Restrict DrivingIncreases and DrivingDecreases to numeric parameters only: - This change was made in-between versions.
Haï~2022-12-19 18:50:49 +01:00
a675325491
Fix transition duration to SSM was not configured (was 0.1 second by default)
Haï~2022-12-19 14:59:48 +01:00
fbda5a01fa
(BACKWARDS) Create anomalous default clip: - Ensure backwards compatibility by creating an anomalous clip to be used by default on animators
Haï~2022-12-19 13:35:03 +01:00
9cbdd51964
(BREAKING) Fix double unit conversion when using Frames unit, potentially resulting in 1-keyframe animations.
Haï~2022-12-19 13:34:59 +01:00
8b41ec953e
add AacFlParameter<TParam> and AacFlNumericParameter<TParam>
galister2022-12-16 22:38:56 +01:00
b9c7211867
refactor to VRChatExtensions
galister2022-12-16 21:32:49 +01:00
5ca04dec04
allow a way to force non-local parameter driving (e.g. for randomize)
galister2022-12-16 21:28:12 +01:00
4bcc2fa6fd
add DrivingRemaps and DrivingCopies
galister2022-12-16 21:25:14 +01:00
ea54506b53
VRC behaviors to work on both States and SSM's.
galister2022-12-16 21:14:31 +01:00
104e0d3ac3
allow moving AnimatorNode movements between States and SSMs
galister2022-12-16 21:14:31 +01:00
7bf965824d
Use a Unity function to clear sub-state machines: - The previous method may not have been safe for clearing assets.
Haï~2022-03-20 06:00:29 +01:00
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.
Haï~2022-05-10 19:59:29 +02:00
77d68dcc0f
Add IAacDefaultsProvider.ConfigureStateMachine(...) to position the core nodes
Haï~2022-03-20 06:12:20 +01:00
1afdc600b3
Add AacFlState.AutomaticallyMovesTo(AacFlStateMachine) for parity: - This brings parity with States, so that a state machine node can automatically move to another state.
Haï~2022-05-10 19:54:55 +02:00
928f4dfe79
Rename NewStateMachine to NewSubStateMachine so that it does not share the same prefix as the more commonly used ".NewState(...)"
Haï~2022-03-20 05:34:12 +01:00
261ea030c4
Replace single-letter template variable T with TNode
Haï~2022-03-20 05:37:36 +01:00
838ed8cd38
add AacFlStateMachine.Restarts() for self-transitions
galister2022-03-19 21:26:10 +01:00
e14e2850a5
default location of new nodes more to the right
galister2022-03-19 12:03:11 +01:00
d2ed56681c
add support for sub-state machines
galister2022-03-19 12:03:11 +01:00
7369355a76
Make some functions in AacFlLayers return themselves instead of void: - 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(...))
Haï~2022-03-15 15:40:43 +01:00
8bbf482210
Add AacFlState.PoseSpaceEntered(...), PoseSpaceExited, PoseSpaceEnteredPercent, and PoseSpaceExitedPercent: - Add AadFlState.PoseSpaceEntered(...) with 0-duration default overload. - Add AadFlState.PoseSpaceExited(...) with 0-duration default overload. - Add AadFlState.PoseSpaceEnteredPercent(...) - Add AadFlState.PoseSpaceExitedPercent(...)
Haï~2022-03-15 15:30:04 +01:00
508b458fba
Add AacFlState.WithCycleOffset(...), WithCycleOffsetSetTo, and WithSpeedSetTo: - Add AacFlState.WithCycleOffset(...) - Add AacFlState.WithCycleOffsetSetTo(...) which takes a fixed value. - Add AacFlState.WithSpeedSetTo(...) which takes a fixed value. AacFlState.WithSpeed(...) already exists.
Haï~2022-03-12 22:38:56 +01:00
f846228d82
Add AacFlTransition.WithInterruption(...): - Add AacFlTransition.WithInterruption(...). This may replace AacFlTransition.WithSourceInterruption(...)
Haï~2022-03-12 22:31:55 +01:00
4d6aa08314
Add AacFlState.PlayableEnables(...), PlayableDisables, and PlayableSets: - 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.
Haï~2022-03-12 22:27:15 +01:00
48855de6ce
Document the use of WithDefaultState:
Haï~2022-03-12 00:58:27 +01:00
c7a6684e75
Fix Animates documentation was incorrect:
Haï~2022-03-12 00:51:42 +01:00
2ea5b42092
Add AacFlSettingCurve.WithAnimationCurve(...) to animate using traditional AnimationCurve objects: - Add WithAnimationCurve to animate using traditional AnimationCurve objects
Haï~2022-03-08 07:14:17 +01:00
573fc7eaef
Add AacFlLayer.WithDefaultState(...) to change the default state: - Add WithDefaultState to change the default state of a layer
Haï~2022-03-08 07:09:32 +01:00
010f2f17f5
Add missing Driving overloads: - DrivingIncreases for int - DrivingDecreases for int - DrivingRandomizesLocally for bool - Fix documentation
Haï~2022-03-02 13:55:44 +01:00
9ba8fa3520
Rename AreLesserThan to AreLessThan (Breaking): - Breaking change: Rename AreLesserThan to AreLessThan, to match the singular counterparts
Haï~2022-02-27 23:28:46 +01:00
e532cd82ac
Make avatar buildable, and improve examples: - 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
Haï~2022-02-27 22:05:43 +01:00