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<title>TaSTT.git/GUI, branch v0.14.0</title>
<subtitle>Free self-hosted STT for VRChat.</subtitle>
<id>https://git.yummers.dev/TaSTT.git/atom?h=v0.14.0</id>
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<updated>2023-08-10T21:02:56+00:00</updated>
<entry>
<title>Bugfix: shader no longer shows up as pink</title>
<updated>2023-08-10T21:02:56+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-10T21:02:56+00:00</published>
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<id>urn:sha1:8fcc40142d08ad2dce1300191de1ed502d23714f</id>
<content type='text'>
Fix up .mat to point to correct textures/shader. Also delete templates
after copying shaders.
</content>
</entry>
<entry>
<title>Fix user-reported bug in generate_shader.py</title>
<updated>2023-08-10T20:51:33+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-10T20:48:08+00:00</published>
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<id>urn:sha1:5f33e4efdaa5cdb3773d7eb111b1f74b74721f29</id>
<content type='text'>
Specify file encoding when generating shaders.
</content>
</entry>
<entry>
<title>Add show/hide animation for ray-marched custom chatbox</title>
<updated>2023-08-10T20:51:33+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-10T18:10:19+00:00</published>
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<id>urn:sha1:4337cb33939e43af1ed479bf87cb9390bcbae8b1</id>
<content type='text'>
* Fix mirror behavior for ray-marched chatbox
</content>
</entry>
<entry>
<title>Begin work on show/hide animations</title>
<updated>2023-08-10T20:51:25+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-10T03:21:57+00:00</published>
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<id>urn:sha1:fef5887fe4aae8d4a9dc344721426237368a08e5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add ray-marched custom chatbox</title>
<updated>2023-08-10T01:54:17+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-10T01:54:17+00:00</published>
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<id>urn:sha1:3bf013dc3b5479f4fbb458d44801403afe0bb1d2</id>
<content type='text'>
* Refactor shader code to make development easier. Templates are now
  as small as possible.
* Update scaling code. Use Unity scaling instead of a blendshape.
* Check in a fuckton of shader FOSS. Mostly unused.
* Update TaSTT.fbx. Now has 6 faces instead of 2.
</content>
</entry>
<entry>
<title>Fix issue where white boxes appear on custom chatbox</title>
<updated>2023-08-09T20:02:09+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-08-09T19:48:21+00:00</published>
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<id>urn:sha1:1285caf31578d758c2b52b915eedb17cc12a1826</id>
<content type='text'>
GUI was not correctly managing .meta files, causing two textures to use
the same GUID. Unity would notice and regenerate GUIDs, breaking the
custom chatbox material's texture references.
</content>
</entry>
<entry>
<title>Add ability to auto-regen unity assets</title>
<updated>2023-07-25T23:26:34+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-07-25T23:26:34+00:00</published>
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<id>urn:sha1:91a9105fb74a3590527f03c680f999eb9629c13d</id>
<content type='text'>
Add two buttons: start auto re-generation of Unity assets, and stop.
These start/stop a thread which periodically (every 3 seconds) hashes
the user-provided animator, menu and parameters. When any one of these
change, it invokes the function to generate Unity assets.

The hash is non-cryptographic, so it's light. The only hit is that we
have to read the entire file contents every few seconds, and compute a
sum across that entire memory region. This is extremely light unless
you're on a spinning platter hard drive with a small cache.

Still seeing the bug where the material drops ref to the font bitmaps.
Probably need to update the .mat using the guids in the bitmap .meta
files.
</content>
</entry>
<entry>
<title>Subsequent calls to `Generate unity assets` don't break textures</title>
<updated>2023-07-25T21:29:37+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-07-25T21:22:14+00:00</published>
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<id>urn:sha1:fcd038681640f64eada9541fd82c1ef182bfed7c</id>
<content type='text'>
Avoid deleting bitmap .meta files so that once the user sets up their
shader, it doesn't break.
</content>
</entry>
<entry>
<title>Unity assets can be generated at a configurable path</title>
<updated>2023-07-25T00:52:19+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-07-25T00:52:19+00:00</published>
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<id>urn:sha1:2074749d4263991d835b19257bf1510dcaf55211</id>
<content type='text'>
Useful for projects with multiple avatars with different animators.
</content>
</entry>
<entry>
<title>Bugfix: unity panel now shows saved paths</title>
<updated>2023-07-25T00:27:21+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-07-25T00:27:21+00:00</published>
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<id>urn:sha1:e64c71199c39fb1637bb2fd410cf27b9f4575b12</id>
<content type='text'>
The paths you enter in the Unity panel (animator, menu, params, and
assets folder) are saved in the app config, but were not populated
correctly on app restart or pane redraw. Now they are.
</content>
</entry>
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