| Commit message (Collapse) | Author | Age |
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Also:
* Fully scrub AudioSource references from prefab when not using
phonemes.
* Disable net sync on phoneme params when not using them. When not
synced, they don't count against the total memory limit.
* Use config file in generate_params.py
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* Temporarily restore normal process priority. Working on adding a UI
option to set STT prio.
* Give audio indicator phonemes a 1/3 chance to do nothing. Makes result
sound a little better imo.
* Quiet down steamVR thread when steamVR isn't running
* Fix use of `button_id` and `hand_id` in steamvr.py
* Increase amount of silence allowed before transcript from 1 to 5
seconds. You want enough buffer to allow for a few full transcripts,
else you risk spuriously dropping audio.
* Enable background loading in audio metadata (required by vrc sdk)
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We now play arpeggiated *chords* of vowels instead of one, allowing for
a denser audio feedback mechanism.
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Also fix prefab default size (no longer colossal).
TODO
* Add runtime & unity-time toggles
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Text box now shows an animated ellipsis prior to first speech.
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No UVs for raymarched geometry yet, so drop textures. Also drop most
old shader settings.
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Fix up .mat to point to correct textures/shader. Also delete templates
after copying shaders.
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* 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.
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Done:
* Users can add images to Fonts/Emotes/
* The basename of that image ('clueless.png' becomes 'clueless') is the
keyword to make the image show up in game.
* Fix a bug in the shader where letters on the 2nd texture and later
would have UV outside of [0.0, 1.0]
Not yet implemented:
* transcribed words are encoded using emotes mapping
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* Fix prefab: bounding box & position are now set to 0
* Fix shader: text is no longer upside down
* Update README
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Users can now use PBR textures on their custom backplate!
* Update TaSTT.fbx: UV map aspect ratio matches board
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* Render at 3k render queue to avoid clashing with avatar meshes
* Set reasonable shader defaults
* Remove unused material
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Add a new shader to make the box a little prettier.
* Reduce material slots required from 2 to 1
* Add rounding to edge of box
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Can simply drag this into hierarchy & update reset target.
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GUI now generates parameters & menu.
Still need to handle write defaults.
* Add capability to append to avatar parameters & menu
* Install canned Unity assets, shaders, and fonts in avatar folder
* Check in materials for ease of use
* Bugfix: correctly label menu/parameters file pickers
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The GUI can now generate guid.map and animations.
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