| Commit message (Collapse) | Author | Age |
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Also adjust letter positioning to avoid clipping.
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Each character is now addressed with 2 bytes instead of 1. The number of
bytes per character is configured in (I think) exactly one spot, so
increasing or decreasing this is trivial. English speakers can just set
it to 1.
The animator seems a little unstable; if I leave my character in a
public for a while, the board becomes unresponsive. Oh well.
* Check in fonts. Did this so users don't have to remember to set the
resolution or to disable mipmaps.
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Instead of generating one animation for every single character in our
character set, we just generate 2: the lowest and the highest. We use
blend trees to interpolate between these two extremes.
This reduces the number of animations we have to generate by a factor
of 80. It also clears the way for multi-language support (coming soon).
It also means we don't have to reopen unity every time we generate a new
animator.
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Should further improve reliability, especially in laggy environments.
We'll see!
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The board is divided into 16 regions. We select the region to be updated
by updating 4 boolean parameters. We *used* to define 4 parameters per
layer. Now we just have 4 params total, which affect every layer.
Total param memory: 142 bits -> 102 bits
Params updated per region update: 56 -> 16
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The old clear mechanism would write an empty cell in every layer,
which would take (0.3 seconds) * (11 layers) == about 3 seconds.
The new mechanism drives an animation which overwrites every character
slot simultaneously, taking only 0.1 seconds. A nice ~30x speedup.
* Fix the transcription exponential backoff logic. Saying new things
will reset the delay to the minimum again.
* Clearing the board will also reset the transcription delay back to
the minimum.
* Tune the noise detection minimum to 0.2 instead of 0.1. Speaking
softly into the mic seems to fail to exceed the 0.1 threshold pretty
often.
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While the board is clearing, you can keep talking, and it will be
rendered when the board finishes clearing.
* bugfix: STT only beeps when it's out
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Empty cells are excluded from the beeping behavior. Note: I have not
checked in the prefab with the audio source yet.
* libtastt gen_fx now adds 3 toggles to FX layer: toggle board, toggle world
lock, toggle beep sound
* libunity guid_map can now append instead of replacing
* TaSTT_Toggle_{On,Off}.anim now use the prefab path, as do generated
animations
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* 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
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