| Commit message (Collapse) | Author | Age |
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GUI can now download all TaSTT dependencies and install them into a
virtual environment.
* Add buttons to check embedded python version & install dependencies
* Add class to wrap interacting with embedded Python
* Put all TaSTT python scripts into a folder
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Now we have a visual and auditory indicator for transcription. The
auditory indicator is only heard by the user, and can be used to reset
the state of the board prior to displaying.
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Text box may be scaled up and down now.
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Press joystick once to start recording, again to stop. When you start
recording, any previous text on the board is cleared.
Add 2 visual indicators: one to indicate speech, another to indicate
that audio is paging.
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Begin auditing dependencies' licenses.
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fileID check intended to avoid overwriting blendtree animations was too
broad and excluded regular unassigned animations. This was causing an
issue where the display would flicker or fail to show any new text at
all.
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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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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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fixWriteDefaults would assign two documents the same anchor. Unsure
why but this fixes it.
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A few changes:
* we never infer class ID from object ID
* merged object IDs are allocated in a flat namespace, not in a
per-class namespaces
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Add utility to programmatically generate "off" animations. Scans every
animation in the project, checks if it sets anything nonzero, and if so,
generates a copy of it which sets everything to zero.
This is useful for transitioning away from write defaults.
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Some animators generate negative anchors. Casting to u64 doesn't produce
an anchor with a valid prefix, so idk what it is. Use the class ID from
the little !u! bit instead of deriving it from the anchor.
Some things probably don't work yet.
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Overwrite any animation containing an unknown GUID to the tastt noop
animation. This seems to help the reset layer function properly.
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Now we only overwrite gesture parameters if there's no active gesture.
This makes gesturing smoother, since we're not overwriting gesture
params twice on every frame.
Gestures don't reliably reset. I think I need to add the noop animation
across the entire animator. No idea what's really causing it.
Also factor out code for generating transitions that have parameter
conditions. Support exists for boolean and integer equality conditions.
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* Unity needs empty Mappings to be indicated with {} or it will assume
they're a Sequence
* Unity doesn't like it when we reassign the default animation layer's
MonoBehaviour ID, so hack around this by simply reusing the existing
MonoBehaviour's ID
* Use MulticoreUnityParser everywhere
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Divide YAML stream into `nproc` chunks and parse each sub-stream in a
process. We can't use threads because of the python global interpreter
lock, but processes work pretty well.
Parsing my 1.2M line / 43k document YAML goes from 65 seconds to 13.
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* Implement basic board toggle using new transition logic
* Metadata can now restore from file
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Also:
* Check in toggle on/off animations
* Add toggle parameter
* libunity bug: getUniqueId() was calling allocateId() incorrectly
* Remove osc_ctrl `client` global
* Fix transcribe.py text encoding
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Write defaults fix is now complete
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* Generate an animation which zeroes out everything which uses write
defaults
* Disable write defaults on every animation for which we do this
* Add copy() method to Mapping and Sequence
* Because of the `parent` pointer, copy.deepcopy() doesn't really work
on this data structure.
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* Add guid scanning method
* Generate mapping from guid to filename
* Mapping may be saved & restored from disk
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Object IDs are allocated optimally now, but it's a bit slower due to
long parse times.
Also fix minor bug in generate_fx.py.
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Add parser for Unity's malformed YAML. This should make it easier to
manipulate animators.
It probably doesn't quite work yet, and certainly needs some usability
features.
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TODO
* write default detection/correction
* real cmdline interface
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* Add VRLabs' World Constraint as a submodule
* Add animations for world constraint
* Add toggles for board
* Add libunity.py (no content yet)
* Support >30s transcription
* Add board FBX
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