Releases: d4rkc0d3r/d4rkAvatarOptimizer
Releases · d4rkc0d3r/d4rkAvatarOptimizer
d4rkpl4y3r Avatar Optimizer 3.9.6
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Bug Fixes
- Fix optimizer not running when entering playmode a second time when domain reload on play mode is disabled.
d4rkpl4y3r Avatar Optimizer 3.9.5
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Bug Fixes
- Fix
Combine Motion Time Approximation
breaking motion time states that linearly animate euler angles.
d4rkpl4y3r Avatar Optimizer 3.9.4
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Bug Fixes
- Fix optimizer build hook running on multiple avatars when entering play mode. (more)
- This caused every avatars generated assets beside the last one to be deleted.
- It now optimizes the first one and then logs a warning for all others.
d4rkpl4y3r Avatar Optimizer 3.9.3
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Changes
- Use the existing auto detection of penetrators to add them to exclusions instead of trying to do partial optimizations on them.
Bug Fixes
- Fix meshes with different cast & receive shadow settings getting merged together.
- Fix ParticleSystems with skinned mesh renderer shape breaking when merging meshes & materials.
- Add missing MMD blendshape names to the list of known MMD blendshape names. (more)
- Fix synced animator controller layers breaking when layers get merged or removed. (more)
d4rkpl4y3r Avatar Optimizer 3.9.2
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Bug Fixes
- Fix shader analyzer not handling
_fragment
and other per pass suffixes forshader_feature
pragmas. - Fix shader analyzer parsing ShaderLab case sensitive even though its not supposed to be. (more)
d4rkpl4y3r Avatar Optimizer 3.9.1
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Bug Fixes
- Fix crash when the avatar has a skinned mesh with out of bounds bone indices. (more)
d4rkpl4y3r Avatar Optimizer 3.9.0
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Features
- Generated shaders and materials are now stripped of all properties that got baked into the shader.
- This reduces avatar download and uncompressed size slightly.
- Reduced the amount of shader variants generated when using
Write Properties as Static Values
.- Forward base passes don't generate variants without the
LIGHTPROBE_SH
keyword anymore. - Materials with render queue > 2500 don't generate any shadow related variants.
- Forward base passes don't generate variants without the
Changes
- Generated shader names now have a hash suffix.
Keep MMD Blend Shapes
is nowMMD Compatibility
and also prevents the first 3 fx layers to get merged or deleted. (more)- Rewrote handling of material property animations with WD ON while using
Shader Toggles
.- It now tracks which meshes are animated and put those into a mask in the material instead of checking for NaN values.
- Automatically add the mesh of RealKissSystem to exclusions internally.
Bug Fixes
- Copy the toggle
Normalized Blend Values
of direct blend trees. (more) - Fix
FindAllPhysBoneDependencies
not checking VRCConstraints or FinalIK components. (more) - Fix animation bindings of the base type
Renderer
not getting respected properly. (more) - Shader parser now handles
ColorMask 0
passes with no code block correctly and throws a parse error for other non code block passes. - Fix optimizer not checking all the animator controllers in the avatar descriptor for some things.
- Fix special animation layers not getting updated animation clips.
- Layers with only a off animation no longer block default disabled meshes from using NaNimation. (more)
- Fix
IsAnimatableBinding
not checking if the bindings type is a base type of the component types.
d4rkpl4y3r Avatar Optimizer 3.8.0
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Features
- Add support for VRChat constraints.
- Add support for FinalIK components with the
Delete Unused GameObjects
option. (more) - Add support for material variants. (more)
- Add support for global
Packages
include paths for local packages. - Add support for prefab variants. (more)
Changes
- Changed default settings to match the
Basic
preset. Optimize on Upload
is now calledApply on Upload
.- Generated shader include files now have more readable names than just hashes.
Since v3.7.0
Features
- Strip Meta pass from shaders that have it.
Changes
- Moved the code to ensure texture samplers exist at the end of the fragment instead of the beginning.
- This improves performance with poi fur.
- Shaders that don't end in
.shader
or.orlshader
are now explicitly marked as not supported. - Removing unused bindings from clips only checks for specific property existence for Renderer bindings. All other types just check if the component exists for now.
Bug Fixes
- Fix viseme blendshapes and eyelid blendshapes sometimes not getting reassigned correctly if they aren't on a mesh named
Body
. - Fix crash with missing scripts on the avatar.
- Fix the hardcoded
_VirtualLens_Root
exclusion not working for theDelete Unused GameObjects
option. - Fix shader optimizer not handling shaders correctly that declare
_LightColor0
or_SpecColor
manually instead of using the unity include. (more) - Fix shader analyzer not parsing default values for function parameters. (more)
- Fix
Merge Same Dimension Textures
merging textures with different filter or wrap settings. - Fix
Delete Unused GameObjects
not marking the phys bone root as moving when it has multiple children that are all but one ignored. - Fix
RenderersHaveSameAnimationCurves
only checking if the keyframe values match and ignoring the keyframe times. - Fix removing unused animation clip bindings not respecting the Exclusions list.
d4rkpl4y3r Avatar Optimizer 3.7.4
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Bug Fixes
- Fix viseme blendshapes and eyelid blendshapes sometimes not getting reassigned correctly if they aren't on a mesh named
Body
. - Fix crash with missing scripts on the avatar.
d4rkpl4y3r Avatar Optimizer 3.7.3
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Bug Fixes
- Fix the hardcoded
_VirtualLens_Root
exclusion not working for theDelete Unused GameObjects
option. - Fix shader optimizer not handling shaders correctly that declare
_LightColor0
or_SpecColor
manually instead of using the unity include. (more)