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Hefty rework/extra features/fixes #53
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What headsets do you need testing on? If the studio version requires old version of VRGIN then there will be a conflict if both studio and main game version is installed. Can you make it possible to have both installed without issues? Other than this I don't see any other issues after a rough look over, should be good to merge. |
Any headset but Pico4, or we can leave it to users for later. Will try to fix VRGIN |
Fixed VRGIN_XR, now new version works with current CharaStudio and new KKS_MainGame To reiterate, CharaStudio from this version doesn't work, only KK(S) mainGame, but the studio from current version in IllusionMods repo works with updated VRGIN_XR. |
Where are KKS_SensibleH.dll KK_SensibleH.dll and KK_FinalIK.dll coming from, are they custom builds? Ideally they would be released separately and placed as dependencies. How are the sound files in the how to ship zip used? |
SensibleHIt's an assortment of patches/features targeted mainly at VR mode.
FinalIKAn updated version of what we have in KK(S) by default. Sound files are part of WIP feature for SFX on controller(hand) touch, they are some rips from meidos, latest illusion game, and majority are handmade mixes from samples from soundsnap from way back in a day when it was free. |
I'll keep tinkering with it for now, out of nowhere quite a few bugs popped up |
You can mark it as a draft in the meantime instead of closing it. I assume this includes ManlyMarco/VRGIN_OpenXR#4 ? |
Fixed(hopefully) IK for extra animations from AnimLoader plugin.
…easures without it. Pov polish.
ChangesFixed/adjusted everything that seemed broken/not up to the standard. TestingMy main concern was with attachment points of controllers, but seems like modern headsets position those properly, so it should be fine. Other then that it should work nicely in current state. Tested both games and studio on my usual setup and fresh latest BetterRepack release. ShippingSame drill, the studio from current version, the game from new version, VRGIN_XR from new version, With added extras:
EditRegarding tiny overhead that fps plugin blames me in (~0.5ms on my machine). 2/3 of it caused by moving rigidBody of hand models, even though it's settings are quite light, still causes overhead. The remaining part comes from quite trivial quaternion/vector math from various components. All in all sounds strange tbh. Regarding allocation that profiler of Runtime Inspector blames me in, that's outright absurd, components that it blames don't even have any allocation on update methods. |
MainGame
Both KK and KKS are merged into single shared project, only plugin entry is unique.
Added KK VRGIN to the solution for convenience.
Studio
Doesn't work, couldn't get it up to speed. Required substantial amount of extra work.
Optimal solution - studio and vrgin_xr can be kept to the separate branch in it's current state just for studio.
Extras
Revamped controls, no more tools, contextual controls everywhere. Orientation change reserved to native ingame teleportation and grip move only, no more warp.
Added robust means to manipulate character IK.
Added movement aids to prevent camera teleportation outside of load fade/help camera to stay in appropriate positions.
Substituted controller models for ingame aibu items.
And many more, less flashy.
Fixes
Quite a few, hard to remember them all, will close atleast next issues:
#40, #36, #12, #51
Edit. Also this one #28 which got closed without implementation.
Resolution
This is a hefty rework according to my personal taste and current industry "standards", as it aims at seamless experience without being bothered by menu/buttons/tools/etc it might be not for everyone. But at the same time, i don't see any active development of kk(s) vr for quite awhile already, while I'll continue the development regardless if it's only for myself or community. So in case if we merge this, you can count that I won't abandon the work, and provide features/fixes as we go forward.
Documentation
This one is the hardest. I do have rough readme for ~2/3 features. I'll add proper explanations with gif as time goes on, we'll need extra page, as readme would be bloated otherwise.
rough_readme.txt
PS
It definitely requires a bit more testing with other headsets to possibly adjust few position offsets. All testers I catched bailed on me.