mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 14:29:25 +00:00
Move many mods to Deprecated folder, fix spelling
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parent
5e822cec8d
commit
0042590aa6
539 changed files with 7475 additions and 3120 deletions
44
.Deprecated/VisualCloneFix/Main.cs
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44
.Deprecated/VisualCloneFix/Main.cs
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using System;
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using MelonLoader;
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namespace NAK.VisualCloneFix;
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public class VisualCloneFixMod : MelonMod
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{
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#region Melon Preferences
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private static readonly MelonPreferences_Category Category =
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MelonPreferences.CreateCategory(nameof(VisualCloneFix));
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internal static readonly MelonPreferences_Entry<bool> EntryUseVisualClone =
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Category.CreateEntry("use_visual_clone", true,
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"Use Visual Clone", description: "Uses the potentially faster Visual Clone setup for the local avatar.");
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#endregion Melon Preferences
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#region Melon Events
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public override void OnInitializeMelon()
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{
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ApplyPatches(typeof(Patches)); // slapped together a fix cause HarmonyInstance.Patch was null ref for no reason?
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}
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#endregion Melon Events
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#region Melon Mod Utilities
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private void ApplyPatches(Type type)
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{
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try
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{
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HarmonyInstance.PatchAll(type);
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}
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catch (Exception e)
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{
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LoggerInstance.Msg($"Failed while patching {type.Name}!");
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LoggerInstance.Error(e);
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}
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}
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#endregion Melon Mod Utilities
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}
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157
.Deprecated/VisualCloneFix/Patches.cs
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157
.Deprecated/VisualCloneFix/Patches.cs
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using ABI_RC.Core.Player.LocalClone;
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using ABI_RC.Core.Player.TransformHider;
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using ABI.CCK.Components;
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using HarmonyLib;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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namespace NAK.VisualCloneFix;
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public static class Patches
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{
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[HarmonyPrefix]
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[HarmonyPatch(typeof(TransformHiderUtils), nameof(TransformHiderUtils.SetupAvatar))]
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private static bool OnSetupAvatar(GameObject avatar)
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{
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if (!VisualCloneFixMod.EntryUseVisualClone.Value) return true;
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LocalCloneHelper.SetupAvatar(avatar);
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(LocalCloneHelper), nameof(LocalCloneHelper.CollectTransformToExclusionMap))]
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private static bool CollectTransformToExclusionMap(
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Component root, Transform headBone,
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ref Dictionary<Transform, FPRExclusion> __result)
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{
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// add an fpr exclusion to the head bone
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if (!headBone.TryGetComponent(out FPRExclusion headExclusion))
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{
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headExclusion = headBone.gameObject.AddComponent<FPRExclusion>();
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headExclusion.isShown = false; // default to hidden
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headExclusion.target = headBone;
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}
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MeshHiderExclusion headExclusionBehaviour = new();
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headExclusion.behaviour = headExclusionBehaviour;
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headExclusionBehaviour.id = 1; // head bone is always 1
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// get all FPRExclusions
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var fprExclusions = root.GetComponentsInChildren<FPRExclusion>(true);
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// get all valid exclusion targets, and destroy invalid exclusions
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Dictionary<Transform, FPRExclusion> exclusionTargets = new();
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int nextId = 2;
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foreach (FPRExclusion exclusion in fprExclusions)
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{
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if (exclusion.target == null
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|| exclusionTargets.ContainsKey(exclusion.target)
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|| !exclusion.target.gameObject.scene.IsValid())
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continue; // invalid exclusion
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if (exclusion.behaviour == null) // head exclusion is already created
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{
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MeshHiderExclusion meshHiderExclusion = new();
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exclusion.behaviour = meshHiderExclusion;
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meshHiderExclusion.id = nextId++;
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}
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// first to add wins
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exclusionTargets.TryAdd(exclusion.target, exclusion);
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}
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// process each FPRExclusion (recursive)
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int exclusionCount = exclusionTargets.Values.Count;
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for (var index = 0; index < exclusionCount; index++)
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{
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FPRExclusion exclusion = exclusionTargets.Values.ElementAt(index);
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ProcessExclusion(exclusion, exclusion.target);
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exclusion.UpdateExclusions(); // initial state
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}
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__result = exclusionTargets;
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return false;
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void ProcessExclusion(FPRExclusion exclusion, Transform transform)
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{
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if (exclusionTargets.ContainsKey(transform)
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&& exclusionTargets[transform] != exclusion) return; // found other exclusion root
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exclusionTargets.TryAdd(transform, exclusion); // add to the dictionary (yes its wasteful)
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foreach (Transform child in transform)
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ProcessExclusion(exclusion, child); // process children
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}
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(SkinnedLocalClone), nameof(SkinnedLocalClone.FindExclusionVertList))]
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private static bool FindExclusionVertList(
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SkinnedMeshRenderer renderer, IReadOnlyDictionary<Transform, FPRExclusion> exclusions,
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ref int[] __result)
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{
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// Start the stopwatch
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Stopwatch stopwatch = new();
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stopwatch.Start();
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var boneWeights = renderer.sharedMesh.boneWeights;
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var bones = renderer.bones;
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int boneCount = bones.Length;
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bool[] boneHasExclusion = new bool[boneCount];
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// Populate the weights array
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for (int i = 0; i < boneCount; i++)
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{
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Transform bone = bones[i];
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if (bone == null) continue;
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if (exclusions.ContainsKey(bone))
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boneHasExclusion[i] = true;
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}
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const float minWeightThreshold = 0.2f;
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int[] vertexIndices = new int[renderer.sharedMesh.vertexCount];
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// Check bone weights and add vertex to exclusion list if needed
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for (int i = 0; i < boneWeights.Length; i++)
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{
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BoneWeight weight = boneWeights[i];
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Transform bone;
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if (boneHasExclusion[weight.boneIndex0] && weight.weight0 > minWeightThreshold)
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bone = bones[weight.boneIndex0];
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else if (boneHasExclusion[weight.boneIndex1] && weight.weight1 > minWeightThreshold)
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bone = bones[weight.boneIndex1];
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else if (boneHasExclusion[weight.boneIndex2] && weight.weight2 > minWeightThreshold)
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bone = bones[weight.boneIndex2];
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else if (boneHasExclusion[weight.boneIndex3] && weight.weight3 > minWeightThreshold)
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bone = bones[weight.boneIndex3];
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else continue;
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if (exclusions.TryGetValue(bone, out FPRExclusion exclusion))
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vertexIndices[i] = ((MeshHiderExclusion)(exclusion.behaviour)).id;
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}
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// Stop the stopwatch
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stopwatch.Stop();
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// Log the execution time
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Debug.Log($"FindExclusionVertList execution time: {stopwatch.ElapsedMilliseconds} ms");
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__result = vertexIndices;
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(MeshHiderExclusion), nameof(MeshHiderExclusion.UpdateExclusions))]
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private static bool OnUpdateExclusions(bool isShown, bool shrinkToZero, ref int ___id)
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{
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if (isShown) LocalCloneManager.cullingMask &= ~(1 << ___id);
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else LocalCloneManager.cullingMask |= 1 << ___id;
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return false;
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}
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}
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32
.Deprecated/VisualCloneFix/Properties/AssemblyInfo.cs
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32
.Deprecated/VisualCloneFix/Properties/AssemblyInfo.cs
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using MelonLoader;
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using NAK.VisualCloneFix.Properties;
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using System.Reflection;
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[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyTitle(nameof(NAK.VisualCloneFix))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.VisualCloneFix))]
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[assembly: MelonInfo(
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typeof(NAK.VisualCloneFix.VisualCloneFixMod),
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nameof(NAK.VisualCloneFix),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/VisualCloneFix"
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)]
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: MelonColor(255, 246, 25, 99)] // red-pink
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[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
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[assembly: HarmonyDontPatchAll]
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namespace NAK.VisualCloneFix.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "1.0.1";
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public const string Author = "NotAKidoS";
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}
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18
.Deprecated/VisualCloneFix/README.md
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18
.Deprecated/VisualCloneFix/README.md
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# VisualCloneFix
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Fixes the Visual Clone system and allows you to use it again.
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Using the Visual Clone should be faster than the default Head Hiding & Shadow Clones, but will add a longer hitch on initial avatar load.
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**NOTE:** The Visual Clone is still an experimental feature that was temporarily removed in [ChilloutVR 2024r175 Hotfix 1](https://abinteractive.net/blog/chilloutvr_2024r175_hotfix_1), so there may be bugs or issues with it.
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---
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Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
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https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
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> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
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> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
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> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.
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6
.Deprecated/VisualCloneFix/VisualCloneFix.csproj
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6
.Deprecated/VisualCloneFix/VisualCloneFix.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<RootNamespace>LocalCloneFix</RootNamespace>
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</PropertyGroup>
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</Project>
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23
.Deprecated/VisualCloneFix/format.json
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23
.Deprecated/VisualCloneFix/format.json
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{
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"_id": 221,
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"name": "VisualCloneFix",
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"modversion": "1.0.1",
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"gameversion": "2024r175",
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"loaderversion": "0.6.1",
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "Fixes the Visual Clone system and allows you to use it again.\n\nUsing the Visual Clone should be faster than the default Head Hiding & Shadow Clones, but will add a longer hitch on initial avatar load.\n\n**NOTE:** The Visual Clone is still an experimental feature that was temporarily removed in [ChilloutVR 2024r175 Hotfix 1](https://abinteractive.net/blog/chilloutvr_2024r175_hotfix_1), so there may be bugs or issues with it.",
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"searchtags": [
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"visual",
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"clone",
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"head",
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"hiding"
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],
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"requirements": [
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"None"
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],
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"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r36/VisualCloneFix.dll",
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"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/VisualCloneFix/",
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"changelog": "- Fixed FPRExclusions IsShown state being inverted when toggled.\n- Fixed head FPRExclusion generation not checking for existing exclusion.\n- Sped up FindExclusionVertList by 100x by not being an idiot. This heavily reduces avatar hitch with Visual Clone active.",
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"embedcolor": "#f61963"
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}
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