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# Patchnotes 2.1.0 The changes in this update are more than just "patches". With a new UI, a new feature, and a bunch of bug fixes, improvements and a new member on the dev team, we thought this was more of a minor update. We would like to introduce @tsubasahane of MareCN to the team! We’re happy to work with them to bring Lightless and its features to the CN client as well as having another talented dev bring features and ideas to us. Speaking of which: # Location Sharing (Big shout out to @tsubasahane for bringing this feature) - Are you TIRED of scrambling to find the address of the venue you're in to share with your friends? We are introducing Location Sharing! An optional feature where you can share your location with direct pairs temporarily [30 minutes, 1 hour, 3 hours] minutes or until you turn it off for them. That's up to you! [#125](<#125>) [#49](<Lightless-Sync/LightlessServer#49>) - To share your location with a pair, click the three dots beside the pair and choose a duration to share with them. [#125](<#125>) [#49](<Lightless-Sync/LightlessServer#49>) - To view the location of someone who's shared with you, simply hover over the globe icon! [#125](<#125>) [#49](<Lightless-Sync/LightlessServer#49>) [1] # Model Optimization (Mesh Decimating) - This new option can automatically “simplify” incoming character meshes to help performance by reducing triangle counts. You choose how strong the reduction is (default/recommended is 80%). [#131](<#131>) - Decimation only kicks in when a mesh is above a certain triangle threshold, and only for the items that qualify for it and you selected for. [#131](<#131>) - Hair meshes is always excluded, since simplifying hair meshes is very prone to breaking. - You can find everything under Settings → Performance → Model Optimization. [#131](<#131>) + ** IF YOU HAVE USED DECIMATION IN TESTING, PLEASE CLEAR YOUR CACHE ❗ ** [2] # Animation (PAP) Validation (Safer animations) - Lightless now checks your currently animations to see if they work with your local skeleton/bone mod. If an animation matches, it’s included in what gets sent to other players. If it doesn’t, Lightless will skip it and write a warning to your log showing how many were skipped due to skeleton changes. Its defaulted to Unsafe (off). turn it on if you experience crashes from others users. [#131](<#131>) - Lightless also does the same kind of check for incoming animation files, to make sure they match the body/skeleton they were sent with. [#131](<#131>) - Because these checks can sometimes be a little picky, you can adjust how strict they are in Settings -> General -> Animation & Bones to reduce false positives. [#131](<#131>) # UI Changes (Thanks to @kyuwu for UI Changes) - The top part of the main screen has gotten a makeover. You can adjust the colors of the gradiant in the Color settings of Lightless. [#127](<#127>) [3] - Settings have gotten some changes as well to make this change more universal, and will use the same color settings. [#127](<#127>) - The particle effects of the gradient are toggleable in 'Settings -> UI -> Behavior' [#127](<#127>) - Instead of showing download/upload on bottom of Main UI, it will show VRAM usage and triangles with their optimization options next to it [#138](<#138>) # LightFinder / ShellFinder - UI Changes that follow our new design follow the color codes for the Gradient top as the main screen does. [#127](<#127>) [4] Co-authored-by: defnotken <itsdefnotken@gmail.com> Co-authored-by: azyges <aaaaaa@aaa.aaa> Co-authored-by: cake <admin@cakeandbanana.nl> Co-authored-by: Tsubasa <tsubasa@noreply.git.lightless-sync.org> Co-authored-by: choco <choco@patat.nl> Co-authored-by: celine <aaa@aaa.aaa> Co-authored-by: celine <celine@noreply.git.lightless-sync.org> Co-authored-by: Tsubasahane <wozaiha@gmail.com> Co-authored-by: cake <cake@noreply.git.lightless-sync.org> Reviewed-on: #123
123 lines
5.0 KiB
C#
123 lines
5.0 KiB
C#
using Dalamud.Plugin;
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using LightlessSync.Interop.Ipc.Framework;
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using LightlessSync.Services;
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using LightlessSync.Services.Mediator;
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using Microsoft.Extensions.Logging;
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using Penumbra.Api.IpcSubscribers;
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namespace LightlessSync.Interop.Ipc.Penumbra;
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public sealed class PenumbraCollections : PenumbraBase
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{
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private readonly CreateTemporaryCollection _createNamedTemporaryCollection;
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private readonly AssignTemporaryCollection _assignTemporaryCollection;
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private readonly DeleteTemporaryCollection _removeTemporaryCollection;
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private readonly AddTemporaryMod _addTemporaryMod;
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private readonly RemoveTemporaryMod _removeTemporaryMod;
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public PenumbraCollections(
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ILogger logger,
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IDalamudPluginInterface pluginInterface,
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DalamudUtilService dalamudUtil,
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LightlessMediator mediator) : base(logger, pluginInterface, dalamudUtil, mediator)
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{
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_createNamedTemporaryCollection = new CreateTemporaryCollection(pluginInterface);
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_assignTemporaryCollection = new AssignTemporaryCollection(pluginInterface);
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_removeTemporaryCollection = new DeleteTemporaryCollection(pluginInterface);
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_addTemporaryMod = new AddTemporaryMod(pluginInterface);
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_removeTemporaryMod = new RemoveTemporaryMod(pluginInterface);
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}
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public override string Name => "Penumbra.Collections";
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public async Task AssignTemporaryCollectionAsync(ILogger logger, Guid collectionId, int objectIndex)
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{
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if (!IsAvailable || collectionId == Guid.Empty)
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{
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return;
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}
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await DalamudUtil.RunOnFrameworkThread(() =>
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{
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var result = _assignTemporaryCollection.Invoke(collectionId, objectIndex, forceAssignment: true);
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logger.LogTrace("Assigning Temp Collection {CollectionId} to index {ObjectIndex}, Success: {Result}", collectionId, objectIndex, result);
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return result;
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}).ConfigureAwait(false);
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}
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public async Task<Guid> CreateTemporaryCollectionAsync(ILogger logger, string uid)
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{
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if (!IsAvailable)
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{
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return Guid.Empty;
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}
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var (collectionId, collectionName) = await DalamudUtil.RunOnFrameworkThread(() =>
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{
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var name = $"Lightless_{uid}";
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var createResult = _createNamedTemporaryCollection.Invoke(name, name, out var tempCollectionId);
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logger.LogTrace("Creating Temp Collection {CollectionName}, GUID: {CollectionId}, Result: {Result}", name, tempCollectionId, createResult);
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return (tempCollectionId, name);
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}).ConfigureAwait(false);
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return collectionId;
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}
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public async Task RemoveTemporaryCollectionAsync(ILogger logger, Guid applicationId, Guid collectionId)
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{
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if (!IsAvailable || collectionId == Guid.Empty)
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{
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return;
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}
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await DalamudUtil.RunOnFrameworkThread(() =>
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{
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logger.LogTrace("[{ApplicationId}] Removing temp collection for {CollectionId}", applicationId, collectionId);
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var result = _removeTemporaryCollection.Invoke(collectionId);
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logger.LogTrace("[{ApplicationId}] RemoveTemporaryCollection: {Result}", applicationId, result);
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}).ConfigureAwait(false);
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}
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public async Task SetTemporaryModsAsync(ILogger logger, Guid applicationId, Guid collectionId, Dictionary<string, string> modPaths)
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{
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if (!IsAvailable || collectionId == Guid.Empty)
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{
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return;
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}
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await DalamudUtil.RunOnFrameworkThread(() =>
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{
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foreach (var mod in modPaths)
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{
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logger.LogTrace("[{ApplicationId}] Change: {From} => {To}", applicationId, mod.Key, mod.Value);
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}
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var removeResult = _removeTemporaryMod.Invoke("LightlessChara_Files", collectionId, 0);
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logger.LogTrace("[{ApplicationId}] Removing temp files mod for {CollectionId}, Success: {Result}", applicationId, collectionId, removeResult);
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var addResult = _addTemporaryMod.Invoke("LightlessChara_Files", collectionId, modPaths, string.Empty, 0);
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logger.LogTrace("[{ApplicationId}] Setting temp files mod for {CollectionId}, Success: {Result}", applicationId, collectionId, addResult);
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}).ConfigureAwait(false);
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}
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public async Task SetManipulationDataAsync(ILogger logger, Guid applicationId, Guid collectionId, string manipulationData)
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{
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if (!IsAvailable || collectionId == Guid.Empty)
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{
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return;
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}
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await DalamudUtil.RunOnFrameworkThread(() =>
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{
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logger.LogTrace("[{ApplicationId}] Manip: {Data}", applicationId, manipulationData);
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var result = _addTemporaryMod.Invoke("LightlessChara_Meta", collectionId, [], manipulationData, 0);
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logger.LogTrace("[{ApplicationId}] Setting temp meta mod for {CollectionId}, Success: {Result}", applicationId, collectionId, result);
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}).ConfigureAwait(false);
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}
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protected override void HandleStateChange(IpcConnectionState previous, IpcConnectionState current)
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{
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}
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}
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