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* Rewrite FX and animation generatorsyum2022-10-23
| | | | | | | | | | * Fix bug where facial animations cause already-written letters to change (!!!) * Add libtastt.py to hold abstractions layered over libunity * Fix * libunity: Fix bug where integer equality state transition conditions ignored the threshold * libunity: Support placing animator states at different positions
* Add 4th layer of indexingyum2022-10-02
| | | | | | | | | | | | | | * Double board size from 6x16 to 8x22 * Reduce parameter bits used (thanks to extra layer of indexing) * Rename template.anim to template.anim.txt to prevent Unity from constantly rewriting it * osc_ctrl.encodeMessage now pads the message so that all empty space is overwritten * Delete osc_ctrl.sendMessageCellContinuous. Now that we use a single 'Enable' bit, this idea is sidelined. * We can probably achieve the same effect by making TaSTT.shader a little more clever. For example, if we pass it the current cell number, it could render a time-based 'fade-in' effect which simulates smooth streaming.
* Add line wrapping and support for arbitrarily long messagesyum2022-09-30
| | | | | | | | | | | Add trivial line wrapping algorithm. Words are only added to a line if they don't put it over the column limit, and only broken if they alone exceed the column limit. Extend board size to 16x6, using 145 bits of parameter memory. Add simple generate.sh script, which generates everything needed to use the text-to-text board.
* delete SetLetters.csyum2022-09-29
| | | | | | | | | | | | | | | | | | | | | | | | Doesn't work in game. Also change # of characters per slot to 80, down from 128. Also realize that VRChat supports 256 BITS of parameter, not 256 BYTES. Next design idea: * 3 8-bit parameters: letter, row, col * 1 boolean parameter: active * one animation for each slot/letter combo, as usual * one fx layer like this: if !active: do nothing if row == 0: if col == 0: if letter == 0: play row00_col00_letter00 animation * because write defaults are off, we should be able to "save" letters by simply setting active = false * thus we don't need to simultaneously address the entire board, saving memory
* Generate 128 animations per cell (up from 60)yum2022-09-28
| | | | Also generate the full 6 rows instead of just 3
* big code dumpyum2022-09-28
Summary: added generator for animations and FX layer. * add generate_animations.sh * generates an animation for every cell (14*6=72) and every letter (60); 72*60 = 4212 total animations * add generate_fx.py * seems to work in-game * drives every parameter needed * add {group,cell}_names.txt * name of every group & cell parameter * the STT has 72 individual character slots called cells. They are grouped into 4-character groups to save on parameter bandwidth. Thus each slot may be indexed with 8 bits. * add SetLetters.cs * this thingy looks at each group parameter and uses it to set each cell parameter. The generated fx layer hooks the script in. * check in SDK-generated assets as references until code generators are complete