originalnicodr
edc188cf68
Added gizmos (Mono compatibility only for now).
2024-06-23 17:17:30 -03:00
originalnicodr
d2d22de66c
Fixed enabled in BonesPanel, refactored SetMeshesEnabled to not use reflection and to disable meshes consistently with the BonesManager.
2024-06-20 18:52:25 -03:00
originalnicodr
af2ad057fb
Added mesh togglers for each bone, added non-bone meshes to the BoneManager, captured multiple skinnedMeshRenderers, and restored the mesh scale when enabling the animator again.
2024-06-20 18:30:31 -03:00
originalnicodr
ca726e0ae7
Added mesh toggle to the animator panel, and reworked the panel UI.
2024-06-20 00:01:29 -03:00
originalnicodr
a02460be33
Added buttons to restore individual bones in the BonesManager.
2024-06-19 18:42:46 -03:00
originalnicodr
30b9e6e387
Increased CUE version.
2024-06-18 21:36:16 -03:00
originalnicodr
58f477ed0d
Adjusted space between Animator cells.
2024-06-18 21:35:06 -03:00
originalnicodr
fd672615be
Added animation sliders to more precisely choose the animation frame in wich you want to set up a character.
2024-06-18 21:26:18 -03:00
originalnicodr
f8886700d9
Initialized slider increments with values that make more sense for each one.
2024-06-18 19:49:26 -03:00
originalnicodr
dae6930b43
Turn off the animator toggle on the bones manager when modifying one of the sliders or input fields.
2024-06-18 18:42:57 -03:00
originalnicodr
d9ebe5819c
Added a "bones panel" in the animator to access and control the bones of a character.
2024-06-18 09:41:07 -03:00
originalnicodr
171ee3f0d8
Append new animations instead of discarding the previous ones when refreshing the animators.
2024-06-12 19:00:19 -03:00
originalnicodr
448ab66f5b
Merge branch 'master' of github.com:originalnicodr/UnityExplorer
2024-06-12 18:35:46 -03:00
originalnicodr
b090f68732
Properly disable CinemachineBrain on freecam on IL2CPP games.
2024-06-12 18:35:39 -03:00
Sebastián A
13dcef668f
IGCSDOF: Go back to the original position after an EndSession. ( #74 )
...
* (igcsdof) remove unnecessary buffer.
* (igcsdof) fix: go back to the original positon.
* Move the check of EndSession to UnityIGCSConnector class
2024-05-19 23:14:50 -03:00
originalnicodr
1d5a7b8885
Fixed icon extension.
1.1.0
2024-05-08 01:02:37 -03:00
originalnicodr
54f20fde95
Made the rest of the panels initialize correctly if UnityIGCSConnector failed to initialize, updated the readme with IGCDOF info, resized icon, Increased version number
2024-05-08 01:01:30 -03:00
originalnicodr
66773b300f
Improved post-processing logging messages and improved compatibility with Hellpoint and potentially more games.
2024-05-05 23:36:21 -03:00
Sebastián A
271261307d
actions: Update dotnet.yml ( #73 )
...
Add support for C/C++ in the pipeline and upload the newer igcs connector.
It was necessary to create two different build scripts because for some reason
when you install the msvc compiler in a github action everything Just Breaks.
Then we create two different jobs to make sure they're independent instances of
containers that don't mess with other's environments.
2024-05-05 20:27:18 -03:00
Sebastián A
f557d3de88
IGCS Support for CUE ( #72 )
...
* Initial work on supporting IGCS
* feat: Added callback when starting session, adding missing func.
* chore: tidy up math and cleanup.
* chore: tidy up some verbose code
* Added more callbacks, fixed math.
* fix: use queue command system instead of directly writing to the camera.
* lock camera while igcsdof is active.
* build system shenanigans
Now we can build the project just fine by building separately the C
project and the C# project.
* small syntax changes.
learning c# and stuff
* Refactor executeCameraCommand and improve thread-safety in FreeCamPanel
* woops, correct order of arguments for MessageBoxA
* fix: move the ourCamera check where it's actually needed.
* chore: formatting c file
* rewrite: move all igcsdof logic to its own class.
Since CUE *must* work without igcsdof, I thought it would be convenient
to handle all the logic regarding igcsdof in its own class. The
initialization is a bit of a mess because since most of what it's on
FreeCam is static I had to do some trickery.
I wanted to specifically avoid calling LoadLibrary every time so I
thought on only initializing one and having an internal flag either the
thing loaded correctly or not (`isValid`).
* fix: Pin callbacks to avoid garbage collection
* chore: removed unused code
* chore: fix typo.
* nit: more idiomatic C# usage.
Just applied what rider suggested =)
* fix: remove unnecesary GCHandle, store delegates.
* feat: Update IGCS dof camera status accordingly.
Before, we just left igcsdof always enabled, now we handle the cases
properly, avoiding the posibility of the user using igcsdof with the
freecam disabled.
* nit: fix comments and added some to UnityIGCSConnector.
* feat: Get the transform reference earlier for perf™️
* fix: Properly handle an initialization error.
* chore: remove overly verbose debugging
* fix: make sure we start with a clear queue after we end a session.
This was what maybe was causing the misaligning after you cancel a
session since we never checked if the queue was emptied by the code.
* fix: properly cast a function pointer to use what it returns.
2024-05-04 20:05:12 -03:00
originalnicodr
e6df5f9c7b
Updated logo, added a trailer, and expanded a section in the readme.
1.0.0
2024-04-04 00:04:34 -03:00
originalnicodr
918d871041
Added support for more post-processing classes for the post-processing panel.
2024-03-16 19:44:59 -03:00
originalnicodr
f8918bc3f7
Use the gameplay far clip plane value if the default value is still being used. Also changed the default near clip plane to be bigger, since it seems that having a super small near clip value affects how far the far clip value actually affects the gameworld.
2024-03-15 18:49:01 -03:00
originalnicodr
5b98e68c40
Separated the "reset all" feature into another button in the animator panel.
2024-03-13 23:50:53 -03:00
originalnicodr
67782b5c8b
Fixed some animations not playing in npcs, stopped the game from switching animations when we were manually replacing them, improved the refresh animations feature, and added support for the animator for newer games.
2024-03-13 19:47:46 -03:00
originalnicodr
63ac2dfbd9
Added fallback arrows in case we cannot build the cone for the ones we build (was happening on Metall: Hellsinger and Road 96).
2024-03-10 19:11:39 -03:00
originalnicodr
65442023aa
Stopped patching the mouse position since it caused problems with moving panels around on the screen in some games (Aragami 2, Road 96).
2024-03-10 16:56:44 -03:00
originalnicodr
463fec38b2
Changed the lights config button to only show the inspector with the lights properties, and added a new option for the default freecam (so to be able to use the gameplay camera if you can't interact with the menu).
2024-03-10 12:15:32 -03:00
originalnicodr
180139dcd2
Apply the TimeScaleWidget default slider value before adding the listener so it doesn't try to set up the time right away, which might give an error in some games (e.g. Iron Harvest).
2024-03-09 16:12:34 -03:00
originalnicodr
ac00a42432
Edited the Readme, changed the icon to a provisional icon, and updated the UnityEditorPackages.
2024-03-09 10:14:46 -03:00
originalnicodr
adbbf4eb75
Refactored campath translation point functions to make sure the order of execution is always the same.
2024-03-08 22:03:39 -03:00
originalnicodr
103e2fd40e
Adjusted default camera far clip to 2000 and made the default tilt speed 10 times faster.
2024-03-08 20:59:57 -03:00
originalnicodr
7046d8b5cd
Added checks to avoid interacting with some panel cells related to already deleted objects.
2024-03-08 20:38:46 -03:00
originalnicodr
4b971d8191
Fixed TimeController widget interaction with CamPaths and deleted comment.
2024-03-08 20:11:25 -03:00
originalnicodr
96efbc36d0
Refactored the follow object feature to let the user choose if they want to follow the object position only or if they also want the camera to follow its rotation.
2024-03-08 18:47:00 -03:00
originalnicodr
4faf58cb28
Refactor the Animator play button to override whatever animation is currently playing.
2024-02-28 22:42:40 -03:00
originalnicodr
3e6350541b
Inverted favorite buttons on the Animator and fixed the default freecam move speed input to display the correct initial speed.
2024-02-26 21:30:52 -03:00
originalnicodr
bc22099845
Added ko-fi link and deleted GitHub funding to avoid errors.
2024-02-26 00:53:25 -03:00
originalnicodr
62ee4dc8ab
Added kofi link on funding and readme. Also added a link to the Framed guide.
2024-02-26 00:47:36 -03:00
originalnicodr
bdad7d722c
UI tweaks.
2024-02-25 22:16:05 -03:00
originalnicodr
cd0c9de59b
Added favourite button to the animators panel, and fixed the nightly build deployment.
2024-02-25 17:48:05 -03:00
originalnicodr
fd18d1b56d
Refactored the TimeWidget lock button into an Override toggle to make things clearer, and minor UI tweaks on the Cam Path panel.
2024-02-25 13:05:33 -03:00
originalnicodr
56e438948b
Refactored the TimeWidget to save the previous state when paused with hotkey, and improved code traces.
2024-02-25 12:17:21 -03:00
originalnicodr
7bc4dfddb1
Updated readme with a new section and fixed the build shield.
2024-02-23 01:02:37 -03:00
originalnicodr
79f6c12cbf
Updated the readme with all of the new features and added a picture.
2024-02-22 22:18:11 -03:00
originalnicodr
07f4589204
Added missing renaming of things.
2024-02-22 18:50:40 -03:00
originalnicodr
a5880a433f
Updated project references to "CinematicUnityExploerer" for re-release.
2024-02-22 18:29:53 -03:00
originalnicodr
63616d8008
Fixed the screenshot UI appearing on the misc panel by scanning for the screenshot method beforehand.
2024-02-22 08:58:45 -03:00
originalnicodr
2ca4191589
Fixed wrong argument names in some LegacyInput patched functions.
2024-02-21 00:13:30 -03:00
originalnicodr
e2fec2d0d4
Deleted previous tilt handling when changing the freecam rotation. Also added a comment on an implementation that changes the camera orientation relative to its tilt.
2024-02-20 23:46:53 -03:00