Merge pull request #1 from NotAKidOnSteam/probably-fucked

dumb stuff
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NotAKidoS 2023-02-02 20:38:47 -06:00 committed by GitHub
commit 4c614dd79f
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7 changed files with 246 additions and 107 deletions

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@ -1,30 +0,0 @@
using BTKUILib;
using BTKUILib.UIObjects;
using System.Runtime.CompilerServices;
namespace NAK.Melons.DesktopVRIK.BTKUI_Integration;
public static class BTKUI_Integration
{
[MethodImpl(MethodImplOptions.NoInlining)]
public static void Init()
{
Page miscPage = QuickMenuAPI.MiscTabPage;
Category CategoryUI = miscPage.AddCategory("DesktopVRIK");
var setting_Enabled = CategoryUI.AddToggle(DesktopVRIKMod.m_entryEnabled.DisplayName, DesktopVRIKMod.m_entryEnabled.Description, DesktopVRIKMod.m_entryEnabled.Value);
setting_Enabled.OnValueUpdated += b => DesktopVRIKMod.m_entryEnabled.Value = b;
var setting_EnforceViewPosition = CategoryUI.AddToggle(DesktopVRIKMod.m_entryEnforceViewPosition.DisplayName, DesktopVRIKMod.m_entryEnforceViewPosition.Description, DesktopVRIKMod.m_entryEnforceViewPosition.Value);
setting_EnforceViewPosition.OnValueUpdated += b => DesktopVRIKMod.m_entryEnforceViewPosition.Value = b;
var setting_DisableEmoteVRIK = CategoryUI.AddToggle(DesktopVRIKMod.m_entryEmoteVRIK.DisplayName, DesktopVRIKMod.m_entryEmoteVRIK.Description, DesktopVRIKMod.m_entryEmoteVRIK.Value);
setting_DisableEmoteVRIK.OnValueUpdated += b => DesktopVRIKMod.m_entryEmoteVRIK.Value = b;
var setting_DisableEmoteLookAtIK = CategoryUI.AddToggle(DesktopVRIKMod.m_entryEmoteLookAtIK.DisplayName, DesktopVRIKMod.m_entryEmoteLookAtIK.Description, DesktopVRIKMod.m_entryEmoteLookAtIK.Value);
setting_DisableEmoteLookAtIK.OnValueUpdated += b => DesktopVRIKMod.m_entryEmoteLookAtIK.Value = b;
var setting_EmulateHipMovementWeight = miscPage.AddSlider(DesktopVRIKMod.m_entryEmulateVRChatHipMovementWeight.DisplayName, DesktopVRIKMod.m_entryEmulateVRChatHipMovementWeight.Description, DesktopVRIKMod.m_entryEmulateVRChatHipMovementWeight.Value, 0f, 1f);
setting_EmulateHipMovementWeight.OnValueUpdated += f => DesktopVRIKMod.m_entryEmulateVRChatHipMovementWeight.Value = f;
}
}

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@ -13,27 +13,22 @@ public class DesktopVRIK : MonoBehaviour
{ {
public static DesktopVRIK Instance; public static DesktopVRIK Instance;
public static bool Setting_Enabled, public static bool
Setting_Enabled,
Setting_EnforceViewPosition, Setting_EnforceViewPosition,
Setting_EmoteVRIK, Setting_EmoteVRIK,
Setting_EmoteLookAtIK; Setting_EmoteLookAtIK;
public static float Setting_EmulateVRChatHipMovementWeight;
public static float Setting_HipThrustMultiplier = 0.1f; public static float
Setting_BodyLeanWeight = 0.5f,
Setting_BodyAngleLimit = 0f;
public Transform viewpoint; public Transform viewpoint;
public Vector3 initialCamPos; public Vector3 eyeOffset;
Transform headIKTarget;
Transform avatarHeadBone;
void Start() void Start()
{ {
Instance = this; Instance = this;
// create the shared Head IK Target
headIKTarget = new GameObject("[DesktopVRIK] Head IK Target").transform;
headIKTarget.parent = PlayerSetup.Instance.transform;
headIKTarget.localPosition = new Vector3(0f, 1.8f, 0f);
headIKTarget.localRotation = Quaternion.identity;
} }
public void ChangeViewpointHandling(bool enabled) public void ChangeViewpointHandling(bool enabled)
@ -45,51 +40,31 @@ public class DesktopVRIK : MonoBehaviour
PlayerSetup.Instance.desktopCamera.transform.localPosition = Vector3.zero; PlayerSetup.Instance.desktopCamera.transform.localPosition = Vector3.zero;
return; return;
} }
PlayerSetup.Instance.desktopCamera.transform.localPosition = initialCamPos; PlayerSetup.Instance.desktopCamera.transform.localPosition = eyeOffset;
} }
public void AlternativeOnPreSolverUpdate() public void AlternativeOnPreSolverUpdate()
{ {
//this order matters, rotation offset will be choppy if avatar is not cenetered first //this order matters, rotation offset will be choppy if avatar is not cenetered first
if (headIKTarget != null && avatarHeadBone != null) DesktopVRIK_Helper.Instance?.OnUpdateVRIK();
{
headIKTarget.position = new Vector3(headIKTarget.position.x, avatarHeadBone.position.y, headIKTarget.position.z);
}
//Reset avatar offset (VRIK will literally make you walk away from root otherwise) //Reset avatar offset (VRIK will literally make you walk away from root otherwise)
IKSystem.vrik.transform.localPosition = Vector3.zero; IKSystem.vrik.transform.localPosition = Vector3.zero;
IKSystem.vrik.transform.localRotation = Quaternion.identity; IKSystem.vrik.transform.localRotation = Quaternion.identity;
float movementVector = (1 - MovementSystem.Instance.movementVector.magnitude);
IKSystem.vrik.solver.spine.positionWeight = Setting_HipThrustMultiplier * movementVector;
//VRChat hip movement emulation
if (Setting_EmulateVRChatHipMovementWeight != 0)
{
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
if (angle > 180) angle -= 360;
float leanAmount = angle * movementVector * Setting_EmulateVRChatHipMovementWeight;
Quaternion rotation = Quaternion.AngleAxis(leanAmount, IKSystem.Instance.avatar.transform.right);
IKSystem.vrik.solver.AddRotationOffset(IKSolverVR.RotationOffset.Head, rotation);
}
IKSystem.vrik.solver.plantFeet = true; IKSystem.vrik.solver.plantFeet = true;
} }
public Animator animator; public Animator animator;
//public Quaternion originalRotation;
public RuntimeAnimatorController runtimeAnimatorController;
public VRIK AlternativeCalibration(CVRAvatar avatar) public VRIK AlternativeCalibration(CVRAvatar avatar)
{ {
animator = avatar.GetComponent<Animator>(); animator = avatar.GetComponent<Animator>();
avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head); Transform avatarHeadBone = animator.GetBoneTransform(HumanBodyBones.Head);
//Stuff to make bad armatures work (Fuck you Default Robot Kyle) //Stuff to make bad armatures work (Fuck you Default Robot Kyle)
avatar.transform.localPosition = Vector3.zero; avatar.transform.localPosition = Vector3.zero;
//originalRotation = avatar.transform.rotation;
//avatar.transform.rotation = Quaternion.identity;
//ikpose layer (specified by avatar author) //ikpose layer (specified by avatar author)
int ikposeLayerIndex = animator.GetLayerIndex("IKPose"); int ikposeLayerIndex = animator.GetLayerIndex("IKPose");
@ -104,22 +79,27 @@ public class DesktopVRIK : MonoBehaviour
animator.Update(0f); animator.Update(0f);
} }
//Generic VRIK calibration shit
VRIK vrik = avatar.gameObject.AddComponent<VRIK>(); VRIK vrik = avatar.gameObject.AddComponent<VRIK>();
vrik.AutoDetectReferences(); vrik.AutoDetectReferences();
//fuck toes
vrik.references.leftToes = null;
vrik.references.rightToes = null;
vrik.fixTransforms = true; vrik.fixTransforms = true;
vrik.solver.plantFeet = false; vrik.solver.plantFeet = false;
vrik.solver.locomotion.weight = 0f;
vrik.solver.locomotion.angleThreshold = 30f; vrik.solver.locomotion.angleThreshold = 30f;
vrik.solver.locomotion.maxLegStretch = 0.75f; vrik.solver.locomotion.maxLegStretch = 0.75f;
//nuke weights vrik.solver.spine.minHeadHeight = -100f;
vrik.solver.spine.bodyRotStiffness = 0.15f;
vrik.solver.spine.headClampWeight = 1f; vrik.solver.spine.headClampWeight = 1f;
vrik.solver.spine.minHeadHeight = 0f; vrik.solver.spine.maintainPelvisPosition = 1f;
vrik.solver.spine.neckStiffness = 0f;
//calm ur ass
vrik.solver.spine.positionWeight = 0.1f;
vrik.solver.locomotion.weight = 0f;
vrik.solver.spine.bodyPosStiffness = 0f;
vrik.solver.spine.positionWeight = 0f;
vrik.solver.spine.pelvisPositionWeight = 0f; vrik.solver.spine.pelvisPositionWeight = 0f;
vrik.solver.leftArm.positionWeight = 0f; vrik.solver.leftArm.positionWeight = 0f;
vrik.solver.leftArm.rotationWeight = 0f; vrik.solver.leftArm.rotationWeight = 0f;
@ -131,27 +111,26 @@ public class DesktopVRIK : MonoBehaviour
vrik.solver.rightLeg.rotationWeight = 0f; vrik.solver.rightLeg.rotationWeight = 0f;
vrik.solver.IKPositionWeight = 0f; vrik.solver.IKPositionWeight = 0f;
//ChilloutVR specific
BodySystem.TrackingLeftArmEnabled = false; BodySystem.TrackingLeftArmEnabled = false;
BodySystem.TrackingRightArmEnabled = false; BodySystem.TrackingRightArmEnabled = false;
BodySystem.TrackingLeftLegEnabled = false; BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false; BodySystem.TrackingRightLegEnabled = false;
BodySystem.TrackingPositionWeight = 0f; BodySystem.TrackingPositionWeight = 0f;
IKSystem.Instance.headAnchorRotationOffset = Vector3.zero;
IKSystem.Instance.headAnchorPositionOffset = Vector3.zero;
//Custom funky AF head ik shit //Custom funky AF head ik shit
foreach (Transform transform in headIKTarget) foreach (Transform transform in DesktopVRIK_Helper.Instance.ik_HeadFollower)
{ {
if (transform.name == "Head IK Target") if (transform.name == "Head IK Target")
{ {
Destroy(transform.gameObject); Destroy(transform.gameObject);
} }
} }
headIKTarget.position = avatarHeadBone.position;
headIKTarget.rotation = Quaternion.identity; DesktopVRIK_Helper.Instance.avatar_HeadBone = avatarHeadBone;
VRIKCalibrator.CalibrateHead(vrik, headIKTarget.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset); DesktopVRIK_Helper.Instance.ik_HeadFollower.position = avatarHeadBone.position;
headIKTarget.localRotation = Quaternion.identity; DesktopVRIK_Helper.Instance.ik_HeadFollower.rotation = Quaternion.identity;
VRIKCalibrator.CalibrateHead(vrik, DesktopVRIK_Helper.Instance.ik_HeadFollower.transform, IKSystem.Instance.headAnchorPositionOffset, IKSystem.Instance.headAnchorRotationOffset);
DesktopVRIK_Helper.Instance.ik_HeadFollower.localRotation = Quaternion.identity;
//force immediate calibration before animator decides to fuck us //force immediate calibration before animator decides to fuck us
vrik.solver.SetToReferences(vrik.references); vrik.solver.SetToReferences(vrik.references);
@ -167,17 +146,23 @@ public class DesktopVRIK : MonoBehaviour
} }
//Find eyeoffset //Find eyeoffset
initialCamPos = PlayerSetup.Instance.desktopCamera.transform.localPosition; eyeOffset = PlayerSetup.Instance.desktopCamera.transform.localPosition;
viewpoint = avatarHeadBone.Find("LocalHeadPoint"); viewpoint = avatarHeadBone.Find("LocalHeadPoint");
ChangeViewpointHandling(Setting_EnforceViewPosition); ChangeViewpointHandling(Setting_EnforceViewPosition);
if (vrik != null) //reset ikpose layer
if (ikposeLayerIndex != -1)
{ {
vrik.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate)); animator.SetLayerWeight(ikposeLayerIndex, 0f);
if (locoLayerIndex != -1)
{
animator.SetLayerWeight(locoLayerIndex, 1f);
}
} }
//avatar.transform.rotation = originalRotation; vrik?.onPreSolverUpdate.AddListener(new UnityAction(this.AlternativeOnPreSolverUpdate));
IKSystem.Instance.ResetIK();
DesktopVRIK_Helper.Instance?.OnResetIK();
return vrik; return vrik;
} }

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@ -0,0 +1,108 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using RootMotion.FinalIK;
namespace NAK.Melons.DesktopVRIK;
internal class DesktopVRIK_Helper : MonoBehaviour
{
public static DesktopVRIK_Helper Instance;
//Avatar
public Transform avatar_HeadBone;
//DesktopVRIK
public Transform ik_HeadFollower;
public Quaternion ik_HeadRotation;
public static void CreateInstance()
{
Transform helper = new GameObject("[DesktopVRIK] Virtual Rig").transform;
helper.parent = PlayerSetup.Instance.transform;
helper.localPosition = Vector3.zero;
helper.localRotation = Quaternion.identity;
helper.gameObject.AddComponent<DesktopVRIK_Helper>();
}
void Start()
{
Instance = this;
Transform headFollower = new GameObject("HeadBone_Follower").transform;
headFollower.parent = transform;
headFollower.localPosition = new Vector3(0f, 1.8f, 0f);
headFollower.localRotation = Quaternion.identity;
ik_HeadFollower = headFollower;
}
public void OnUpdateVRIK()
{
if (avatar_HeadBone != null)
{
float globalWeight = (1 - MovementSystem.Instance.movementVector.magnitude);
globalWeight *= IKSystem.vrik.solver.locomotion.weight;
//the most important thing ever
//IKSystem.vrik.solver.spine.rotationWeight = globalWeight;
HeadIK_FollowPosition();
HeadIK_RotateWithWeight(globalWeight);
HeadIK_FollowWithinAngle(globalWeight);
ik_HeadFollower.rotation = ik_HeadRotation;
}
}
public void OnResetIK()
{
ik_HeadRotation = Quaternion.Euler(transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
}
public void HeadIK_FollowPosition()
{
ik_HeadFollower.position = new Vector3(transform.position.x, avatar_HeadBone.position.y, transform.position.z);
}
public void HeadIK_FollowWithinAngle(float weight)
{
if (DesktopVRIK.Setting_BodyAngleLimit != 0)
{
float weightedAngle = DesktopVRIK.Setting_BodyAngleLimit * weight;
float currentAngle = Mathf.DeltaAngle(transform.eulerAngles.y, ik_HeadRotation.eulerAngles.y);
if (Mathf.Abs(currentAngle) > weightedAngle)
{
float fixedCurrentAngle = currentAngle > 0 ? currentAngle : -currentAngle;
float clampedAngle = Mathf.MoveTowardsAngle(ik_HeadRotation.eulerAngles.y, transform.eulerAngles.y, fixedCurrentAngle - weightedAngle);
ik_HeadRotation = Quaternion.Euler(ik_HeadRotation.eulerAngles.x, clampedAngle, 0);
}
}
else
{
ik_HeadRotation = Quaternion.Euler(ik_HeadRotation.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z);
}
}
public void HeadIK_RotateWithWeight(float weight)
{
//VRChat hip movement emulation
if (DesktopVRIK.Setting_BodyLeanWeight != 0)
{
float angle = PlayerSetup.Instance.desktopCamera.transform.localEulerAngles.x;
if (angle > 180) angle -= 360;
float leanAmount = angle * weight * DesktopVRIK.Setting_BodyLeanWeight;
ik_HeadRotation = Quaternion.Euler(leanAmount * 0.33f, ik_HeadRotation.eulerAngles.y, 0);
}
else
{
ik_HeadRotation = Quaternion.Euler(transform.eulerAngles.x, ik_HeadRotation.eulerAngles.y, transform.eulerAngles.z);
}
}
}

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@ -72,26 +72,47 @@ class PlayerSetupPatches
{ {
BodySystem.TrackingEnabled = !____emotePlaying; BodySystem.TrackingEnabled = !____emotePlaying;
IKSystem.vrik.solver?.Reset(); IKSystem.vrik.solver?.Reset();
DesktopVRIK_Helper.Instance?.OnResetIK();
} }
} }
} }
} }
[HarmonyPostfix]
//should probably patch movement system instead
[HarmonyPrefix]
[HarmonyPatch(typeof(PlayerSetup), "HandleDesktopCameraPosition")] [HarmonyPatch(typeof(PlayerSetup), "HandleDesktopCameraPosition")]
private static void Postfix_PlayerSetup_HandleDesktopCameraPosition(bool ignore, ref PlayerSetup __instance, ref MovementSystem ____movementSystem, ref int ___headBobbingLevel) private static void Prefix_PlayerSetup_HandleDesktopCameraPosition
(
bool ignore,
ref PlayerSetup __instance,
ref MovementSystem
____movementSystem,
ref int ___headBobbingLevel
)
{ {
if (DesktopVRIK.Setting_Enabled && DesktopVRIK.Setting_EnforceViewPosition) if (___headBobbingLevel != 2)
{ {
if (!____movementSystem.disableCameraControl || ignore) return;
{
if (___headBobbingLevel == 2 && DesktopVRIK.Instance.viewpoint != null)
{
__instance.desktopCamera.transform.localPosition = Vector3.zero;
__instance.desktopCameraRig.transform.position = DesktopVRIK.Instance.viewpoint.position;
} }
if (!DesktopVRIK.Setting_Enabled || !DesktopVRIK.Setting_EnforceViewPosition)
{
return;
} }
if (____movementSystem.disableCameraControl && !ignore)
{
return;
} }
if (DesktopVRIK.Instance.viewpoint == null)
{
return;
}
__instance.desktopCamera.transform.position = DesktopVRIK.Instance.viewpoint.position;
return;
} }
} }

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@ -0,0 +1,48 @@
using BTKUILib;
using BTKUILib.UIObjects;
using System.Runtime.CompilerServices;
namespace NAK.Melons.DesktopVRIK;
public static class BTKUIAddon
{
[MethodImpl(MethodImplOptions.NoInlining)]
public static void Init()
{
//Add myself to the Misc Menu
Page miscPage = QuickMenuAPI.MiscTabPage;
Category miscCategory = miscPage.AddCategory(DesktopVRIKMod.SettingsCategory);
AddMelonToggle(ref miscCategory, DesktopVRIKMod.m_entryEnabled);
//Add my own page to not clog up Misc Menu
Page desktopVRIKPage = miscCategory.AddPage("DesktopVRIK Settings", "", "Configure the settings for DesktopVRIK.", "DesktopVRIK");
desktopVRIKPage.MenuTitle = "DesktopVRIK Settings";
desktopVRIKPage.MenuSubtitle = "Simplified settings for VRIK on Desktop.";
Category desktopVRIKCategory = desktopVRIKPage.AddCategory("DesktopVRIK");
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEnabled);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEnforceViewPosition);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEmoteVRIK);
AddMelonToggle(ref desktopVRIKCategory, DesktopVRIKMod.m_entryEmoteLookAtIK);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.m_entryBodyLeanWeight, 0, 1f);
AddMelonSlider(ref desktopVRIKPage, DesktopVRIKMod.m_entryBodyAngleLimit, 0, 90f);
}
private static void AddMelonToggle(ref Category category, MelonLoader.MelonPreferences_Entry<bool> entry)
{
category.AddToggle(entry.DisplayName, entry.Description, entry.Value).OnValueUpdated += b => entry.Value = b;
}
private static void AddMelonSlider(ref Page page, MelonLoader.MelonPreferences_Entry<float> entry, float min, float max)
{
page.AddSlider(entry.DisplayName, entry.Description, entry.Value, min, max).OnValueUpdated += f => entry.Value = f;
}
}

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@ -11,18 +11,21 @@ public class DesktopVRIKMod : MelonMod
internal static MelonPreferences_Entry<bool> m_entryEnabled, internal static MelonPreferences_Entry<bool> m_entryEnabled,
m_entryEnforceViewPosition, m_entryEnforceViewPosition,
m_entryEmoteVRIK, m_entryEmoteVRIK,
m_entryEmoteLookAtIK, m_entryEmoteLookAtIK;
m_entryAllowRootSlipping; internal static MelonPreferences_Entry<float>
internal static MelonPreferences_Entry<float> m_entryEmulateVRChatHipMovementWeight; m_entryBodyLeanWeight,
m_entryBodyAngleLimit;
public override void OnInitializeMelon() public override void OnInitializeMelon()
{ {
m_categoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory); m_categoryDesktopVRIK = MelonPreferences.CreateCategory(SettingsCategory);
m_entryEnabled = m_categoryDesktopVRIK.CreateEntry<bool>("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload."); m_entryEnabled = m_categoryDesktopVRIK.CreateEntry<bool>("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
m_entryEmulateVRChatHipMovementWeight = m_categoryDesktopVRIK.CreateEntry<float>("Body Movement Weight", 0.5f, description: "Emulates VRChat-like body movement when looking up/down. Set to 0 to disable.");
m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets."); m_entryEnforceViewPosition = m_categoryDesktopVRIK.CreateEntry<bool>("Enforce View Position", false, description: "Corrects view position to use VRIK offsets.");
m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb."); m_entryEmoteVRIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote VRIK", true, description: "Disable VRIK while emoting. Only disable if you are ok with looking dumb.");
m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote LookAtIK", true, description: "Disable LookAtIK while emoting. This setting doesn't really matter, as LookAtIK isn't networked while doing an emote."); m_entryEmoteLookAtIK = m_categoryDesktopVRIK.CreateEntry<bool>("Disable Emote LookAtIK", true, description: "Disable LookAtIK while emoting. This setting doesn't really matter, as LookAtIK isn't networked while doing an emote.");
m_entryBodyLeanWeight = m_categoryDesktopVRIK.CreateEntry<float>("Body Lean Weight", 0.5f, description: "Emulates old VRChat-like body leaning when looking up/down. Set to 0 to disable.");
m_entryBodyAngleLimit = m_categoryDesktopVRIK.CreateEntry<float>("Body Angle Limit", 0f, description: "Emulates VRChat-like body and head offset when rotating left/right. Set to 0 to disable. (this setting only affects the feet due to chillout not setting up the player controller for VRIK)");
foreach (var setting in m_categoryDesktopVRIK.Entries) foreach (var setting in m_categoryDesktopVRIK.Entries)
{ {
setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings); setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
@ -32,7 +35,7 @@ public class DesktopVRIKMod : MelonMod
if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib")) if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
{ {
MelonLogger.Msg("Initializing BTKUILib support."); MelonLogger.Msg("Initializing BTKUILib support.");
BTKUI_Integration.BTKUI_Integration.Init(); BTKUIAddon.Init();
} }
//Apply patches (i stole) //Apply patches (i stole)
@ -46,7 +49,10 @@ public class DesktopVRIKMod : MelonMod
{ {
while (PlayerSetup.Instance == null) while (PlayerSetup.Instance == null)
yield return null; yield return null;
DesktopVRIK_Helper.CreateInstance();
PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>(); PlayerSetup.Instance.gameObject.AddComponent<DesktopVRIK>();
while (DesktopVRIK.Instance == null) while (DesktopVRIK.Instance == null)
yield return null; yield return null;
UpdateAllSettings(); UpdateAllSettings();
@ -56,7 +62,8 @@ public class DesktopVRIKMod : MelonMod
{ {
if (!DesktopVRIK.Instance) return; if (!DesktopVRIK.Instance) return;
DesktopVRIK.Setting_Enabled = m_entryEnabled.Value; DesktopVRIK.Setting_Enabled = m_entryEnabled.Value;
DesktopVRIK.Setting_EmulateVRChatHipMovementWeight = Mathf.Clamp01(m_entryEmulateVRChatHipMovementWeight.Value); DesktopVRIK.Setting_BodyLeanWeight = Mathf.Clamp01(m_entryBodyLeanWeight.Value);
DesktopVRIK.Setting_BodyAngleLimit = Mathf.Clamp(m_entryBodyAngleLimit.Value, 0f, 90f);
DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value; DesktopVRIK.Setting_EmoteVRIK = m_entryEmoteVRIK.Value;
DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value; DesktopVRIK.Setting_EmoteLookAtIK = m_entryEmoteLookAtIK.Value;
DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value); DesktopVRIK.Instance.ChangeViewpointHandling(m_entryEnforceViewPosition.Value);

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@ -1,7 +1,7 @@
{ {
"_id": 117, "_id": 117,
"name": "DesktopVRIK", "name": "DesktopVRIK",
"modversion": "2.0.2", "modversion": "2.0.3",
"gameversion": "2022r170", "gameversion": "2022r170",
"loaderversion": "0.5.7", "loaderversion": "0.5.7",
"modtype": "Mod", "modtype": "Mod",
@ -14,10 +14,10 @@
"feet" "feet"
], ],
"requirements": [ "requirements": [
"None" "BTKUILib"
], ],
"downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.2/DesktopVRIK.dll", "downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v2.0.3/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/", "sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/",
"changelog": "- Fixed butt from slipping out underneath you and thrusting when leaning.\n- Fixed VRIK bleeding into locomotion animations.", "changelog": "- Tweaks to VRIK settings so BetterInteractDesktop & PickupArmMovement better behave alongside VRIK.\n- Tweaks to BTKUI integration.",
"embedcolor": "9b59b6" "embedcolor": "9b59b6"
} }