Added more loose matching options, fixed some race issues
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@@ -3114,7 +3114,7 @@ public class SettingsUi : WindowMediatorSubscriberBase
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var tooltips = new[]
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{
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"No validation. Fastest, but may allow incompatible animations (riskier).",
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"Validates bone indices against your current skeleton (recommended).",
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"Validates skeleton race (recommended).",
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"Requires matching skeleton race + bone compatibility (strictest).",
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};
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@@ -3154,6 +3154,27 @@ public class SettingsUi : WindowMediatorSubscriberBase
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}
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UiSharedService.ColoredSeparator(UIColors.Get("LightlessPurple"), 1.5f);
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var cfg = _configService.Current;
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bool oneBased = cfg.AnimationAllowOneBasedShift;
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if (ImGui.Checkbox("Treat 1-based PAP indices as compatible", ref oneBased))
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{
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cfg.AnimationAllowOneBasedShift = oneBased;
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_configService.Save();
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}
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if (ImGui.IsItemHovered())
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ImGui.SetTooltip("Fixes off-by-one PAPs (one bone differance in bones and PAP). Can also increase crashing, toggle off if alot of crashing is happening");
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bool neighbor = cfg.AnimationAllowNeighborIndexTolerance;
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if (ImGui.Checkbox("Allow 1+- bone index tolerance", ref neighbor))
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{
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cfg.AnimationAllowNeighborIndexTolerance = neighbor;
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_configService.Save();
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}
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if (ImGui.IsItemHovered())
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ImGui.SetTooltip("Looser matching on bone matching. Can reduce false blocks happening but also reduces safety and more prone to crashing.");
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ImGui.TreePop();
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animationTree.MarkContentEnd();
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}
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