| Commit message (Collapse) | Author | Age |
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* 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.
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* Shorten animations to 1 frame
* Eliminate fx internal transition delays
* These were causing the shader parameters to interpolate, causing the
inconsistent / flickering letters I was seeing
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Per the VRC docs, state behaviors may not execute if the total length of
time in the state is < 0.02 seconds. Adding a 2-frame 'Do Nothing'
animation to the top of every layer seems to help with stability.
*shrug*
More cleanup:
* Generate a unique return-home transition for each terminal state
instead of reusing the same one.
* Use globally unique state names in animator.
* All animations are at least 2 frames long.
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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
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