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Releases: virtual-puppet-project/vpuppr
Releases · virtual-puppet-project/vpuppr
openseeface-gd 0.6.0
Config refactor, no more custom Godot builds!
The config system has been completed overhauled, so hopefully all errors regarding configuration are solved™. You may need to delete your config files if you run into problems.
The project now uses Godot 3.4 for development. You still need a somewhat custom build to generate releases.
openseeface-gd 0.5.0
UI Rewrite, Take 2
- UI backend has been rewritten to be more flexible
- Upgrade to latest Godot 3.3 version
- Allow for adding user files as props (
.glb
,.vrm
,.png
,.jpeg
,.jpg
,.tscn
) - Add stubs for adding alternate translations
-Tweak default environment and lighting settings - EDIT: Add en translation files (actually unused but should be there)
- EDIT: Add Linux/X11 build
openseeface-gd 0.4.0
0.4.0
Adds some bugfixes regarding the UI along with adding gaze detection, blink detection, and mouth tracking to vrm models.
I'm working on fixing my compiler installation, so the next release will hopefully have releases for Mac and Linux.
Notable Changes
- vrm models can now track eyes and mouth data
- fix crashes associated with null data in the UI
- fix some crashes related to the facetracker thread
- facetracking data now interpolates in all instances. This might result in a slight performance decrease if you are running the facetracker at 60+ FPS, but if you can do that, the performance hit won't make a difference anyways
Known bugs
- switching models while the facetracker is running won't correctly reconnect the data link. Workaround: stop the facetracker before switching models
openseeface-gd v0.3.0
OpenSeeFace GD v0.3.0
- Refactored UI
- Allow for model bones to be manually adjusted
- Build structure for adding props to the scene
- Add user config saving
openseeface-gd v0.2.0
openseeface-gd v0.2.0
- Add IK mapping for bones (no more T-posing!)
openseeface-gd v0.1.0
openseeface-gd v0.1.0
- VRM models are now imported with most/all VRM-specific stuff present thanks to godot-vrm
- switch over to godot-gltf-module for better GLTF loading
- add better error logging
- stability enhancements(?)
v0.0.1: Update README
Fixed release with all necessary scripts exported correctly.