From 57e7cfd35a93af9cd15b31ea7556db51d2d77b9d Mon Sep 17 00:00:00 2001 From: NotAKidoS <37721153+NotAKidOnSteam@users.noreply.github.com> Date: Sat, 1 Apr 2023 16:31:29 -0500 Subject: [PATCH] fix small cheese emotes and layer weights --- DesktopVRIK/DesktopVRIKSystem.cs | 10 ++++++---- DesktopVRIK/HarmonyPatches.cs | 1 + DesktopVRIK/Properties/AssemblyInfo.cs | 2 +- DesktopVRIK/format.json | 4 ++-- 4 files changed, 10 insertions(+), 7 deletions(-) diff --git a/DesktopVRIK/DesktopVRIKSystem.cs b/DesktopVRIK/DesktopVRIKSystem.cs index d6e0b53..d24d14a 100644 --- a/DesktopVRIK/DesktopVRIKSystem.cs +++ b/DesktopVRIK/DesktopVRIKSystem.cs @@ -329,7 +329,6 @@ internal class DesktopVRIKSystem : MonoBehaviour if (avatarVRIK == null) return; if (isEmotePlaying == _ikEmotePlaying) return; - _ikEmotePlaying = isEmotePlaying; if (avatarLookAtIK != null) @@ -535,6 +534,9 @@ internal class DesktopVRIKSystem : MonoBehaviour avatarIKSolver.spine.positionWeight = 0f; avatarIKSolver.spine.rotationWeight = 1f; + // Set so emotes play properly + avatarIKSolver.spine.maxRootAngle = 180f; + // We disable these ourselves now, as we no longer use BodySystem avatarIKSolver.spine.maintainPelvisPosition = 1f; avatarIKSolver.spine.positionWeight = 0f; @@ -596,14 +598,14 @@ internal class DesktopVRIKSystem : MonoBehaviour switch (pose) { case AvatarPose.Default: + SetMusclesToValue(0f); + break; + case AvatarPose.Initial: if (HasCustomIKPose()) { SetCustomLayersWeights(0f, 1f); return; } - SetMusclesToValue(0f); - break; - case AvatarPose.Initial: _humanPoseHandler.SetHumanPose(ref _humanPoseInitial); break; case AvatarPose.IKPose: diff --git a/DesktopVRIK/HarmonyPatches.cs b/DesktopVRIK/HarmonyPatches.cs index 7b03dc1..a72b331 100644 --- a/DesktopVRIK/HarmonyPatches.cs +++ b/DesktopVRIK/HarmonyPatches.cs @@ -13,6 +13,7 @@ using UnityEngine; Chito- left foot is far back without proper tpose & foot ik distance, was uploaded in falling anim state. Atlas (portal2)- Wide stance, proper feet distance needed to be calculated. Freddy (gmod)- Doesn't have any fingers, wristToPalmAxis & palmToThumbAxis needed to be set manually. + Small Cheese- Emotes are angled wrong due to maxRootAngle..??? Most other avatars play just fine. diff --git a/DesktopVRIK/Properties/AssemblyInfo.cs b/DesktopVRIK/Properties/AssemblyInfo.cs index 0fefe61..7264cb4 100644 --- a/DesktopVRIK/Properties/AssemblyInfo.cs +++ b/DesktopVRIK/Properties/AssemblyInfo.cs @@ -26,6 +26,6 @@ using System.Reflection; namespace NAK.Melons.DesktopVRIK.Properties; internal static class AssemblyInfoParams { - public const string Version = "4.1.3"; + public const string Version = "4.1.4"; public const string Author = "NotAKidoS"; } \ No newline at end of file diff --git a/DesktopVRIK/format.json b/DesktopVRIK/format.json index acd5fa4..a51be6a 100644 --- a/DesktopVRIK/format.json +++ b/DesktopVRIK/format.json @@ -1,7 +1,7 @@ { "_id": 117, "name": "DesktopVRIK", - "modversion": "4.1.3", + "modversion": "4.1.4", "gameversion": "2022r170", "loaderversion": "0.5.7", "modtype": "Mod", @@ -17,7 +17,7 @@ "requirements": [ "BTKUILib" ], - "downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.3/DesktopVRIK.dll", + "downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRIK/releases/download/v4.1.4/DesktopVRIK.dll", "sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRIK/", "changelog": "- No longer requires AvatarMotionTweaker.\n- No longer piggybacks on IKSystem/PlayerSetup.\n- Tweaks to Locomotion & IKSolver weight blending.\n\n DesktopVRIK will now handle VRIK Locomotion weight instead of relying on CVR & AMT to handle it. This means LeapMotionExtension, PickupArmMovement, and CVRLimbGrabber will now work while in crouch/prone.", "embedcolor": "9b59b6"