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Releases: d4rkc0d3r/d4rkAvatarOptimizer

d4rkpl4y3r Avatar Optimizer 3.7.0

05 Jun 19:27
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Features

  • Add global setting MotionTimeApproximationSampleCount to adjust the amount of samples used for the motion time approximation.

Bug Fixes

  • Fix texture merging default value parsing not working.
  • Fix global includes with leading slash like /Assets/... not working. (more)
  • Fix texture tile and offset values being wrong when materials get merged with different values.
  • Only apply the rescaling of bones during mesh combining to bones that have scale animations. (more)

Since v3.6.0

Changes

  • Delete Unused GameObjects prepends the name of the deleted GameObject to the name of its children.

Bug Fixes

  • Fix crash when the root Animator component has no avatar assigned to it. (more)
  • Fix fx layer 0 getting deleted when it has states or will be the only layer. (more)
  • Fix mesh combining bone scale fix not normalizing the scale of all the parents of the bones during bake.
  • Fix scaled bones not getting treated as "moving" bone when combining meshes.
  • Automatically add _VirtualLens_Root to exclusions so it doesn't break when running the optimizer.
  • Fix shader optimizer breaking on shaders that have no Properties block.
  • Change generated animations to use EditorCurveBinding.FloatCurve instead of EditorCurveBinding.DiscreteCurve. (more)
    • This fixes issues with GoGoLoco & NaNimation keep default enabled state in unity 2022.3.22f1.
  • Fix mesh combining breaking when bones are scaled down by default.
  • Fix bounding box of mesh combining being off when the root transform is not at the origin.
  • Fix ShaderAnalyzer not inline including absolute paths that start with Assets/.
  • Fix empty Properties block not getting parsed correctly.
  • Fix #pragma shader_feature only getting replaced by defining the keywords instead of defining them as a true value.
  • Fix always disabled ParticleSystemRenderers getting deleted when Delete Unused Components is enabled. (more)
    • Somehow the ParticleSystemRenderer component is important for the particle system to work even if it is disabled. Maybe something about sub emitters? idk
  • Fix VRCAnimatorPlayAudio not getting its source path adjusted when using Delete Unused GameObjects. (more)

d4rkpl4y3r Avatar Optimizer 3.6.4

25 May 20:16
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Bug Fixes

  • Fix crash when the root Animator component has no avatar assigned to it. (more)
  • Fix fx layer 0 getting deleted when it has states or will be the only layer. (more)

d4rkpl4y3r Avatar Optimizer 3.6.3

17 May 16:49
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Bug Fixes

  • Fix mesh combining bone scale fix not normalizing the scale of all the parents of the bones during bake.
  • Fix scaled bones not getting treated as "moving" bone when combining meshes.

d4rkpl4y3r Avatar Optimizer 3.6.2

14 May 21:07
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Changes

  • Delete Unused GameObjects prepends the name of the deleted GameObject to the name of its children.

Bug Fixes

  • Automatically add _VirtualLens_Root to exclusions so it doesn't break when running the optimizer.
  • Fix shader optimizer breaking on shaders that have no Properties block.
  • Change generated animations to use EditorCurveBinding.FloatCurve instead of EditorCurveBinding.DiscreteCurve. (more)
    • This fixes issues with GoGoLoco & NaNimation keep default enabled state in unity 2022.3.22f1.
  • Fix mesh combining breaking when bones are scaled down by default.
  • Fix bounding box of mesh combining being off when the root transform is not at the origin.

d4rkpl4y3r Avatar Optimizer 3.6.1

20 Apr 13:30
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Bug Fixes

  • Fix ShaderAnalyzer not inline including absolute paths that start with Assets/.
  • Fix empty Properties block not getting parsed correctly.
  • Fix #pragma shader_feature only getting replaced by defining the keywords instead of defining them as a true value.
  • Fix always disabled ParticleSystemRenderers getting deleted when Delete Unused Components is enabled. (more)
    • Somehow the ParticleSystemRenderer component is important for the particle system to work even if it is disabled. Maybe something about sub emitters? idk
  • Fix VRCAnimatorPlayAudio not getting its source path adjusted when using Delete Unused GameObjects. (more)

d4rkpl4y3r Avatar Optimizer 3.6.0

28 Mar 15:14
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Features

  • Add support for VRCHeadChop component.
  • Add support for VRCAnimatorPlayAudio state machine behavior.

Changes

  • Add timing of shader parse to single shader or material instead of just for whole folder parses in the Shader Analyzer Debugger.
  • Improved shader parser performance massively by doing simple checks instead of using .StartsWith() & .EndsWith() everywhere and replacing some left over regex with string operations.

Bug Fixes

  • Fix wire frame showing up on materials on AMD gpus sometimes. (hopefully its gone for good)
  • Fix first merged material blob on mesh generating all the animated property arrays instead of only the ones that are used by the meshes in the blob.
  • Fix #include_with_pragmas not getting parsed correctly. (more)
  • Fix HLSLPROGRAM not working since UnityLightingCommon.cginc got always included and it has fixed4 variable declarations.
  • Fix first timing check for the UI not working correctly and upping the disable of the auto refresh to exceeding the time limit 3 times to give the JIT more time to optimize.
  • Fix SPS penetrators getting jumbled up by Mesh.Optimize() (more)
    • This still isn't full support for SPS yet so if it still doesn't work put the penetrator in the exclusion list.

Since v3.5.0

Bug Fixes

  • Fix BoxCollider animation bindings getting thrown away for the BoxCollider that gets implicitly added by VRCStation components. (more)
  • Fix Texture2D_ST material property animations not working when using the Use Shader Toggles option.
  • Fix root animator parameter animations getting removed as non animatable binding. (more)
  • Mark all bindings that reference a transform as animatable as long as the transform exists on the avatar.
    This is because there are more animatable bindings than the AnimationUtility tells us about. Thanks Haï~ for linking me to this.
  • Mark all material property animations as animatable when the target path is affected by any material swap animation.

d4rkpl4y3r Avatar Optimizer 3.5.3

04 Mar 14:27
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Bug Fixes

  • Fix BoxCollider animation bindings getting thrown away for the BoxCollider that gets implicitly added by VRCStation components. (more)

d4rkpl4y3r Avatar Optimizer 3.5.2

01 Mar 14:48
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Bug Fixes

  • Fix Texture2D_ST material property animations not working when using the Use Shader Toggles option.

d4rkpl4y3r Avatar Optimizer 3.5.1

29 Feb 21:31
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Bug Fixes

  • Fix root animator parameter animations getting removed as non animatable binding. (more)
  • Mark all bindings that reference a transform as animatable as long as the transform exists on the avatar.
    This is because there are more animatable bindings than the AnimationUtility tells us about. Thanks Haï~ for linking me to this.
  • Mark all material property animations as animatable when the target path is affected by any material swap animation.

d4rkpl4y3r Avatar Optimizer 3.5.0

28 Feb 23:52
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Features

  • Add auto settings for Shader and NaNimation toggles that disable them if the avatar has more than 150k tris.
    • Also shows a warning if Shader or NaNimation toggles are enabled and the avatar has more than 150k tris.
  • Always remove animation curves which reference a binding that doesn't exist on the avatar.

Changes

  • Swap OnPreprocessTexture to OnPreprocessAsset to stop the optimizer from triggering a full project all texture reimport in unity 2022. (more)
    • This will trigger one last full texture reimport if you already used the optimizer in unity 2022 :(
  • Remove option Merge Cull Back with Cull Off, just set the culling of your materials to off if you want to merge them.
  • Reduced generated shader complexity handling material property animations:
    • When Shader or NaNimation toggles are enabled, it will still perform a basic merge of meshes that get animated in the same way.
    • When all meshes in a merged mesh blob have material properties animated in the same way, it will no longer split the properties into separated properties.
      This helps immensely when using global material adjustments like for example color, hue or brightness radials.

Bug Fixes

  • Fix materials getting merged even if they have different VRCFallback shaders set.
  • Fix copy of old material property animation when it is a color property.
  • Fix optimizer always injecting the animated property disambiguation code on merged material blobs that have at least one material that comes from the combined mesh path.
  • Don't generate default properties which have names that are invalid ShaderLab property names. (more)
  • Fix always disabled renderer components not getting deleted before mesh merging happens.

Since v3.4.0

Changes

  • Added BC6H & DXT1 compression to normal maps in the texture compression analyzer.

Bug Fixes

  • Fix mesh disappearing locally when NaNimation is enabled and the mesh has the Head or one of its children as the root bone.
  • Fix shaderlab Int parameters actually getting written as an int. "Obviously" they should be written as a float.