Commit 8267afb
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feat: avatar masks (#7462)
* First working iteration of masks
* Integrated network propagation of emote masks
* Updated tests
* Fixed remote client not syncing scene emote until emote was played on remote client
* Centralized scene emote prefix and added precomputed prefix span, minor cleanup
* Fixed masked emote intentions delayed consume due to movement check and delayed play due to the same reason.
* StopEmote restricted action
* Fixed race conditions and strengthened stop logic
* Cancel emote animation when leaving a scene
* Fixed prop animations setup and head IK disabled when playing a masked emote
* - refactored character emote system to handle masked emotes as a different CharacterMaskedEmoteComponent
- minor fixes
* Small changes in CharacterAnimator.controller
* Fixed masked emote pause and resume when exiting / entering scene
* refactored mask emote handling in dedicated per-scene ecs system
* Optimizations and code reuse
* Fixed bug with pause/resume of masked emotes when quickly exiting/re-entering the scene
* Removed all code related to legacy animations
* Missing MaskedEmote.anim.meta
* Merged dev and updated masked emote visibility logic to stop when in gliding state
* - Modified GetTextureWebRequest.cs to request CPU readable textures through new exposed APIs
- Modified glTFast import settings to explicitly request CPU readable textures
- Replaced draco dependency as per glTFast recommendation
* ktx
* Added IgnoreAsyncNaming on GltFastDownloadProviderBase.cs since interface does not follow naming convention
* Fixed bug with remote player not seeing masked emote being played if loads the scene after the emote has been triggered
* Removed proxies where not needed
* Missing generated files
* Removed unused controller
* Updated protocol dependency
* - Fixed masked emote re-triggering on remote clients
- Fixed inconsistencies with masked emote state on remote clients
* Updated protocol dependencies to latest experimental
* - made SCENE_EMOTE_PREFIX_WITH_COLON into a readonly string cast to span only when needed
- Refactored TryCancelMaskedEmote to return a bool as expected (removed StopAndResetMaskedEmote too)
- Only left messageBus.Send() wrapped in the try/catch
- Removed callback from TriggerSceneEmoteAsync and refactored using correct async flow
* Updated shared dependencies to main1 parent 3a00e06 commit 8267afb
282 files changed
Lines changed: 1258549 additions & 10787 deletions
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