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Made data writing nearly 12 times quicker.
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Udon
• Implemented a new data writing method which allows you to input 3 floats representing a byte each, and have them be processed in parallel over three frames.
• Added a public float to the NUSaveState called "Progress" which ranges from 0 to 1 and is updated when saving or loading data.
• Added a new callback event called "_SSProgress" which gets called every time the "Progress" float is updated.
• The "dataWriter" station is now set to be immobile instead of mobile as the player needs to be frozen for Udon to properly control their velocity parameters.
• "_SSSave" and "_SSLoad" can no longer be called until the NUSaveState is fully idle, this is once the last data avatar has been unloaded.
• Added proper support for Doubles, they should now properly be convertable to and from their bit representation.
• Added two private fields to adjust the avatar timeout and unload timer durations.
• Reworked the method used to store bools in order to compress them into 1 bit each.
• Removed the one-liner which set the seated mode for the "dataWriter" station, this was due to the field not being exposed anymore.
• Removed the "parameterClearer" variable.
• Fixed issue when accidentally writing data at the same time as someone else.
• Made the NUSaveState "wrong layer" log be an error instead of a warning.

Editor
• The "Generate World Assets" button now only generates 1 animator controller as that's all you need.
• Fixed boolean instructions, they should now be 1 bit and work as intended.
• The inspector no longer pulls data from the U# behaviour, instead it relies on a separate data object for serialization purposes.
• Added some headers to the default inspector for the sake of clarity.
• Updated the instructions.txt to accommodate for the recent changes.
• The example scripts now use the "_SSPostSave" and "_SSPostLoad" events instead of the "_SSSaved" and "_SSLoaded" ones.
• Fixed bit count being wrong if you undid an instruction.

Avatar
• The SaveState-Key object has been moved over to the hip bone to prevent issues with playspace movers.
• The animation which moved the SaveState-Key into place now has the positional values divided by 100 to account for the armature scale.
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Nestorboy committed Dec 31, 2021
1 parent b4e5c55 commit 32b7eb6
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