ComboGestureExpressions
3.3.0
- Add "Ignore Analog Fist" option in the compiler. When enabled, the Fist animations play without having to press the trigger.
- ComboGestureExpressions now requires Animator As Code V1.1.0 minimum, and accepts any version above that.
- Internally, the configuration is now accessed using the new accessor class introduced in AAC V1.1.0.
3.3.0-beta.1
- Add "Ignore Analog Fist" option in the compiler. When enabled, the Fist animations play without having to press the trigger.
- ComboGestureExpressions now requires Animator As Code V1.1.0 minimum.
- Internally, the configuration is now accessed using the new accessor class introduced in AAC V1.1.0.
3.2.2
- Phase out using internal Animator As Code classes.
3.2.1
- Allow installation with VRChat Avatars SDK 3.7.x
- Allow installation with Animator As Code 1.1.x
- Allow installation with Visual Expressions Editor 2.x
- Allow installation with Animation Viewer 2.x
3.2.0
- Allow installation with VRChat Avatars SDK 3.6.x
- Remove the Beta label.
- Attempt to fix "The script class couldn't be found" when adding curve keys.
- Fix Eye Tracking toggle now uses Write Defaults setting.
3.1.5102 (Beta)
Fixes
Deselect old clip before opening clip in Visual Expressions Editor:
- Try to fix an issue where Visual Expressions Editor will focus the wrong clip if the Project view already has another clip selected.
3.1.5101 (Beta)
- First public VCC beta of ComboGestureExpressions.
Major changes
- Migrate to VRChat Creator Companion.
- ComboGestureExpressions is now located in Packages/
- The Assets/Hai/ComboGesture folder is marked to be deleted automatically by VCC.
- Gesture Playable Layer is no longer used by default.
- Transforms are now generated in the FX layer to conform with current popular avatar creational patterns.
- The previous behaviour can be restored by switching the Gesture Playable Layer section to Old style.
Other changes
- Completely remove ComboGestureIntegrator.
- ComboGestureIntegrator is generally made obsolete by non-destructive workflows (and may be migrated to Prefabulous in the future).
- Add the possibility to make the eye blinking prevention coexist with eye tracking animators:
- CGE can now integrate with existing Eye Tracking Enabled parameters from eye tracking animators.
- When the Eye Tracking Enabled parameter is toggled on, CGE's blink prevention layer will be suspended.
- Migrate embedded Animator As Code v0 to Animator As Code V1 on VCC.
Fixes
- Synchronization should now be dramatically faster.
- Fix an issue where asset generation was made slower because code sections with intensive asset creation were not properly marked.
- Fix synchronization should no longer fail when animations still contain references to Dynamic Bones component toggle while Dynamic Bones is not installed in the project.
- Fix an issue where ComboGestureDynamics related to a boolean parameter could not be tied to a specific activity.
- Fix text should no longer be red after entering Play mode.
- Documentation now leads to docs.hai-vr.dev instead of hai-vr.github.io.
- Japanese localization file name has changed.