Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Made data writing nearly 12 times quicker.
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.
- Loading branch information