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

1239 Commits

Author SHA1 Message Date
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
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
5b98e68c40 Separated the "reset all" feature into another button in the animator panel. 2024-03-13 23:50:53 -03:00
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
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
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
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
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
ac00a42432 Edited the Readme, changed the icon to a provisional icon, and updated the UnityEditorPackages. 2024-03-09 10:14:46 -03:00
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
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
7046d8b5cd Added checks to avoid interacting with some panel cells related to already deleted objects. 2024-03-08 20:38:46 -03:00
4b971d8191 Fixed TimeController widget interaction with CamPaths and deleted comment. 2024-03-08 20:11:25 -03:00
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
4faf58cb28 Refactor the Animator play button to override whatever animation is currently playing. 2024-02-28 22:42:40 -03:00
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
bc22099845 Added ko-fi link and deleted GitHub funding to avoid errors. 2024-02-26 00:53:25 -03:00
62ee4dc8ab Added kofi link on funding and readme. Also added a link to the Framed guide. 2024-02-26 00:47:36 -03:00
bdad7d722c UI tweaks. 2024-02-25 22:16:05 -03:00
cd0c9de59b Added favourite button to the animators panel, and fixed the nightly build deployment. 2024-02-25 17:48:05 -03:00
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
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
7bc4dfddb1 Updated readme with a new section and fixed the build shield. 2024-02-23 01:02:37 -03:00