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mirror of https://github.com/originalnicodr/CinematicUnityExplorer.git synced 2025-07-18 17:38:01 +08:00
Commit Graph

1261 Commits

Author SHA1 Message Date
2604dd8286 Added look at feature in the freecam panel. 2024-11-30 12:41:37 -03:00
ca81bcc5dc Fixed loading cam path relative to the camera with a different rotation. 2024-11-30 11:37:27 -03:00
b95178775c Fix get value from property with reflection. 2024-11-30 09:47:05 -03:00
3928cdc4fe fix: save default lod bias 2024-11-30 09:38:00 -03:00
81d15270fe Fixed mod UI scaling on wide ARs (won't work well on tall ARs). 2024-11-29 09:35:25 -03:00
2b557a8c23 Fixed standalone build 2024-11-26 20:50:43 -03:00
462201534d Added option to reset the freecam transform between freecam sessions. 2024-11-26 20:44:17 -03:00
f3b154658c Added a button in the game object inspector panel to move the object to the camera position (and rotation). Also minor UI adjustment on the CamPaths panel. 2024-11-25 19:18:37 -03:00
7ab907d7b0 Added camera path serialization, and changed extension of saved poses. 2024-11-25 18:38:55 -03:00
736ebdfa1b Added new freecam methods, one for cloning the gameplay camera and another one for replacing the worldToCameraMatrix of the gameplay camera. 2024-11-23 11:52:00 -03:00
c9aa93a6a4 Add FlattenHierarchy to find special case of singletons (#90)
Add FlattenHierarchy to find special case of singletons
2024-10-08 20:46:28 -03:00
78bf2fc634 Add support to 32bit igcsdof. (#91)
Add support to 32bit igcsdof.
2024-10-05 12:56:40 -03:00
6c493aaf7d Moved the bone object inspect button to the right and put the bone name on a label so it could resize correctly. 2024-08-08 18:26:33 -03:00
b6d459b664 Search AnimatorCell-associated meshes again when refreshing the animator's list. Refreshes the bone panel with the new meshes. 2024-08-07 19:39:02 -03:00
7a580d12ed Update individual cell mesh togglers if the global toggler is interacted with. 2024-08-04 21:33:05 -03:00
8f2ec19660 Refactored the animator player toggler into a play/pause button for better UI/UX. Also did some minor campaths panel UI improvements. 2024-08-04 21:14:44 -03:00
f855f6d430 Added search function in the bones panel. 2024-07-28 21:25:13 -03:00
a6446c50e4 Added a helper method to copy cached transform data into a transform and fixed a bug when looking for bones for the bones panel. 2024-07-28 20:31:37 -03:00
f3b48bf069 Added serialization support for poses, which allows you to save and load custom poses. 2024-07-28 19:10:40 -03:00
396e653495 Refactored BoneCell to get rid of a legacy member. Also added TODO on BonesPanel. 2024-07-27 14:52:10 -03:00
68c482df22 Added a label next to the expand/collapse button and increased the minimum height of the bones panel. 2024-07-27 14:40:43 -03:00
a868cc74ac Refactored bone panel to mimic a hierarchical-like structure, so the main bones are displayed first, and you can get more granular control by expanding their children. 2024-07-27 13:24:52 -03:00
343ccb9474 Used base Exception on UnityIGCSConnector despite good practices to increase game compatibility. 2024-07-27 13:15:34 -03:00
48fec535fd When writing down a bigger timescale than the maximum move the slider to the right. 1.2.0 2024-07-21 18:44:13 -03:00
5e9abd33b4 Added setting to toggle menu UI autoscaling off, and allow the timescale input field to accept values above the slider maximum. 2024-07-18 09:41:49 -03:00
6ebf19dfa0 Update README.md 2024-07-18 08:57:44 -03:00
cc34a50e21 Revert "Add controller support (#76)"
This reverts commit b785f76ba3.
2024-07-18 08:57:22 -03:00
954b6f4f1c Updated readme 2024-06-30 16:55:05 -03:00
b785f76ba3 Add controller support (#76)
Added controller support.
2024-06-30 15:51:58 -03:00
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
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
ca726e0ae7 Added mesh toggle to the animator panel, and reworked the panel UI. 2024-06-20 00:01:29 -03:00
a02460be33 Added buttons to restore individual bones in the BonesManager. 2024-06-19 18:42:46 -03:00
30b9e6e387 Increased CUE version. 2024-06-18 21:36:16 -03:00
58f477ed0d Adjusted space between Animator cells. 2024-06-18 21:35:06 -03:00
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
f8886700d9 Initialized slider increments with values that make more sense for each one. 2024-06-18 19:49:26 -03:00
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
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
171ee3f0d8 Append new animations instead of discarding the previous ones when refreshing the animators. 2024-06-12 19:00:19 -03:00
448ab66f5b Merge branch 'master' of github.com:originalnicodr/UnityExplorer 2024-06-12 18:35:46 -03:00
b090f68732 Properly disable CinemachineBrain on freecam on IL2CPP games. 2024-06-12 18:35:39 -03:00
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
1d5a7b8885 Fixed icon extension. 1.1.0 2024-05-08 01:02:37 -03:00
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
66773b300f Improved post-processing logging messages and improved compatibility with Hellpoint and potentially more games. 2024-05-05 23:36:21 -03:00
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
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
e6df5f9c7b Updated logo, added a trailer, and expanded a section in the readme. 1.0.0 2024-04-04 00:04:34 -03:00
918d871041 Added support for more post-processing classes for the post-processing panel. 2024-03-16 19:44:59 -03:00