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* Add parameters to resize board (likely broken)yum2022-10-02
| | | | | | | | | | | | ... and a bunch of bugfixes: * Shader is now transparent * Simplify shader row/column calculation * Add punctuation to texture * Fix generate.sh * Add lorum_ipsum.txt * Fix how long text is scrolled * Simplify encoding logic in osc_ctrl.py
* 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.
* Redo FX layeryum2022-09-30
| | | | | | | | | | | | | | | | Apparently the same avatar parameter can only be updated so quickly before VRChat starts dropping messages. So now we divide the board into "groups" of 8 characters. Each group can be updated relatively slowly, but all groups can be updated in parallel. Thus we can update the board group-by-group, pausing between each group. * Fix shader bugs - now there are Row05 parameters, and row00 refers to the topmost row instead of the bottom-most. * Remove outdated layer/group names files * Extend osc_ctrl.py to support encoding & sending messages * Add generate_params.py to handle creating TaSTT_params.asset * Add generate_utils.py for common code generation facilities & parameters.
* begin unity-native portyum2022-09-30
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* FIRST WORKING PROTOTYPE!yum2022-09-29
| | | | | | | | | Can't get much faster than 0.1 seconds per character with the current design. Still, a good first step! * Simplify parameters: only use 3 8-bit ints + 1 boolean. * Rewrite FX generator according to new params. * Rewrite osc_ctrl.py to test in-game display.
* 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
* add 'hello world' osc controlleryum2022-09-29
simply sends numbers to a parameter's osc address of course, nothing is showing up in game. More debugging is needed.