Ported RenIK to GDScript, providing a reference implementation and allowing for separation of RenIKPlacement from RenIK as two distinct nodes. This change enables reuse of the foot placement implementation on any other IK system or swapping out the foot placement system for another animation system and then running the IK algorithm independently. The port was challenging due to differences in the Basis APIs between C++ and GDScript. The GDScript code is available at https://github.com/V-Sekai/renik/tree/gdscript and can be used instead of the original C++ version at https://github.com/V-Sekai/renik. It includes a test scene for use in projects.
Note: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories.
-
-
-
Work in progress
-
commit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.
-
commit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.
-
commit 5928dee - (main) Merge pull request #239 from V-Sekai/remove-unused-01 Remove unnecessary files and configurations for Mac development in vs code.
-
commit 8c34654 - (remove-unused-math-utils) Remove unused math utils.
-
commit 9860967 - (main) Merge pull request #245 from V-Sekai/xr-on Make xr mode on.
-
commit 6147202 - (xr-on) Make xr mode on.
-
commit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.
-
commit 83b4490 - (move-utility) Move the utility folder.
-
commit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.
-
commit 6519cce - (better-svgs) Improve the logos.
-
Write a constraint minimizer https://github.com/V-Sekai/v-sekai-game/blob/constraint-minimizer/new_script.gd
-
Write a github action for godot engine so I can push releases
-
Update github actions for tagged release. Use the 0.1.0-alpha1 tag.
-
Investigate https://about.signpath.io/product/open-source for part 2
diff --git a/docs/decisions.xml b/docs/decisions.xml
index 358e778300..b15a210f7f 100644
--- a/docs/decisions.xml
+++ b/docs/decisions.xml
@@ -10,7 +10,7 @@
quarto-1.6.40
-Sat, 08 Feb 2025 06:34:19 GMT
+Sun, 09 Feb 2025 01:59:25 GMT
https://v-sekai.github.io/manuals/decisions/present-proposal-template.html
@@ -75,7 +75,7 @@
]]>
https://v-sekai.github.io/manuals/decisions/present-proposal-template.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -162,7 +162,7 @@
]]>
https://v-sekai.github.io/manuals/decisions/ai-assisted-proposal-style-guide.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -297,7 +297,7 @@ font-style: inherit;">return format_markdown(date, active_contributors, b
]]>
https://v-sekai.github.io/manuals/decisions/20250203-daily-deck-log.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -379,7 +379,7 @@ font-style: inherit;">return format_markdown(date, active_contributors, b
]]>
https://v-sekai.github.io/manuals/decisions/20250130-world-godot-build-dispatch.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -771,7 +771,7 @@ font-style: inherit;">}
]]>
https://v-sekai.github.io/manuals/decisions/20250126-scene-entity-add-delete-with-lens.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -842,7 +842,7 @@ font-style: inherit;">}
]]>
https://v-sekai.github.io/manuals/decisions/20250126-primitive-outline.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -929,7 +929,7 @@ font-style: inherit;">}
]]>
https://v-sekai.github.io/manuals/decisions/20250126-multiplayer-sync-between-godot-instances.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1053,7 +1053,7 @@ font-style: inherit;">"exported_model.glb")
]]>
https://v-sekai.github.io/manuals/decisions/20250123-implement-msft-texture-dds-in-godot.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1129,7 +1129,7 @@ font-style: inherit;">"exported_model.glb")
]]>
https://v-sekai.github.io/manuals/decisions/20250122-VRChat-Loader-with-Godot-Engine.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1268,7 +1268,7 @@ font-style: inherit;">"exported_model.glb")
]]>
https://v-sekai.github.io/manuals/decisions/20250122-VRChat-Loader-with-Godot-Engine-next.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1334,7 +1334,7 @@ font-style: inherit;">"exported_model.glb")
]]>
https://v-sekai.github.io/manuals/decisions/20250118-discussion.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1411,7 +1411,7 @@ font-style: inherit;">"exported_model.glb")
]]>
https://v-sekai.github.io/manuals/decisions/20250103-sparkly-valve-index-fix.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1605,7 +1605,7 @@ font-style: inherit;">mix ash.setup
]]>
https://v-sekai.github.io/manuals/decisions/20241229-one-prototyping-stack.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1741,7 +1741,7 @@ font-style: inherit;">return village
]]>
https://v-sekai.github.io/manuals/decisions/20241222-wandering-dancer.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1815,7 +1815,7 @@ font-style: inherit;">return village
]]>
https://v-sekai.github.io/manuals/decisions/20241221-wandering-bakery.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -1889,7 +1889,7 @@ font-style: inherit;">return village
]]>
https://v-sekai.github.io/manuals/decisions/20241220-discord-quest-3.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -2145,7 +2145,7 @@ font-style: inherit;">py
]]>
https://v-sekai.github.io/manuals/decisions/20241220-character-concept-art-creation.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -2239,7 +2239,7 @@ font-style: inherit;">py
]]>
https://v-sekai.github.io/manuals/decisions/20241219-unpack-fbx-udimms.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -2347,7 +2347,7 @@ font-style: inherit;">py
]]>
https://v-sekai.github.io/manuals/decisions/20241219-scriptable-sign.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
@@ -2449,7 +2449,7 @@ font-style: inherit;">py
]]>
https://v-sekai.github.io/manuals/decisions/20241218-will-o-wisp-proto-avatar.html
- Sat, 08 Feb 2025 06:34:19 GMT
+ Sun, 09 Feb 2025 01:59:25 GMT
diff --git a/docs/listings.json b/docs/listings.json
index 2d0316ddea..9727ab3e1b 100644
--- a/docs/listings.json
+++ b/docs/listings.json
@@ -2,6 +2,7 @@
{
"listing": "/changelog.html",
"items": [
+ "/changelog/2025/20250208-deck-log.html",
"/changelog/2025/20250207-deck-log.html",
"/changelog/2025/20250206-deck-log.html",
"/changelog/2025/20250205-deck-log.html",
diff --git a/docs/search.json b/docs/search.json
index 10bc5ed8d4..98c39bb019 100644
--- a/docs/search.json
+++ b/docs/search.json
@@ -14882,513 +14882,464 @@
"text": "V-Sekai Deck Log - 2025-02-03\n(Locked as of 2025-02-03)\n\n1. Date: 2025-02-03\n2. Project Status - Team Activity:\n\nActive Contributors: 5 (Astral Druid, Fire, iffn, Lyuma, dragonhunt02).\n\nAstral Druid: Coordination + art development.\niffn: Art collaboration (Unity prototype demo: trees, ship environment).\nLyuma: Actively resolving VR UI Ray Casting blocker + drafting work requests.\nFire/dragonhunt02: CI/CD pipeline maintenance + prototyping object mechanics.\n\n\n3. Technical Updates:\n\nCodebase Health:\n\nCI/CD automation (Godot Engine updates + GitHub releases) fully operational.\nCode contributions paused except for Lyuma’s VR UI work.\n\n\n4. Blockers:\n\n✅ Resolved: Content Whitelisting (Lyuma).\n🛑 Active: VR UI Ray Casting (Lyuma).\n\n5. Planned Work:\n\nAstral/Lyuma: Finalize “request for work” document.\niFire: Implement object add/delete/vote via player controller (scruffed prototype).\n\n6. Leadership Decisions:\n\nRedirect non-critical resources to art/coordination until VR UI unblocked.\n\n\nStatus: ✅ Locked.\nUse this log for stakeholder updates or as a reference for future sprints!"
},
{
- "objectID": "changelog/2025/20250207-deck-log.html",
- "href": "changelog/2025/20250207-deck-log.html",
- "title": "V-Sekai Deck Log - 2025-02-07",
- "section": "",
- "text": "V-Sekai Deck Log - 2025-02-07\n\n1. Date: 2025-02-07 (Friday)\n2. Project Status - Team Activity:\n\nLocation: Vancouver Region (YVR)\nEnvironmental Conditions: Winter season, -3 celsius\nActive Contributors: 5 (Astral Druid, Fire, iffn, Lyuma)\n\nAstral Druid:\n\nArt direction\ncoordinating event prep\n\niffn: Refining prototype environment (trees, ship)\nLyuma: Debugging VR UI Ray Casting\nFire:\n\nObject add/delete/vote prototype\nCommissioned to write a QBO importer.\nChores\n\nAdd gdscript lint\nAdd gdscript format\nUpdate uid\nUpdate meshes\n\n\n\nGroup Activities:\n\nAdhoc V-Sekai meetings\n\nFire x Astral Druid\n\n\n\n3. Technical Updates:\n\nCodebase Health:\n\nNone\n\n\n4. Blockers:\n\n🛑 Active:\n\nVR UI Ray Casting (Lyuma)\n\n🛑 New:\n\nNone\n\n\n5. Planned Work:\n\nKey Goals for 02-05:\n\nLyuma: Resolve VR UI blocker and prototype UID solutions\nFire: Deliver prototype draft\nGDC 2025 replanning required due to unannounced organizer changes\n\n\n6. Leadership Decisions:\n\nWeekly check-ins continuing"
- },
- {
- "objectID": "changelog/2025/20250205-deck-log.html",
- "href": "changelog/2025/20250205-deck-log.html",
- "title": "V-Sekai Deck Log - 2025-02-05",
- "section": "",
- "text": "V-Sekai Deck Log - 2025-02-05\n\n1. Date: 2025-02-05\n2. Project Status - Team Activity:\n\nLocation: Vancouver Region (YVR)\nEnvironmental Conditions: Winter season (no active precipitation)\nActive Contributors: 5 (Astral Druid, Fire, iffn, Lyuma, dragonhunt02).\n\nAstral Druid: Art direction + coordinating event prep.\niffn: Refining prototype environment (trees, ship).\nLyuma: Debugging VR UI Ray Casting; Investigating UID duplication.\niFire: Object add/delete/vote prototype.\ndragonhunt02: CI/CD stability checks.\n\nGroup Activities:\n\nOMIGROUP meeting conducted\nIndustry group meeting (details unspecified)\n\n\n3. Technical Updates:\n\nCodebase Health:\n\nVR UI Ray Casting: Progress made, but not resolved.\nObject prototype: Development ongoing (no % estimate).\nResource System: Investigating uid+path alternatives for duplication issues\n\n\n4. Blockers:\n\n🛑 Active:\n\nVR UI Ray Casting (Lyuma)\nUID duplication in resource system (Lyuma)\n\n🛑 New:\n\nOpenXR Quest 3 compile error (dragonhunt02) - GodotEngine#88358\nOmigroup email system outage (Team)\n\n\n5. Planned Work:\n\nKey Goals for 02-05:\n\nLyuma: Resolve VR UI blocker and prototype UID solutions\nFire: Deliver prototype draft + finalize deck log documentation\nAstral, iffn: Complete event demo environment by 2025-02-14\n\n\n6. Leadership Decisions:\n\nWeekly check-ins to assess blocker/prototype status.\nApproved CI/CD improvements to support team workflows.\n\n\nStatus: ✅ Locked."
- },
- {
- "objectID": "changelog/2023/20230201-changelog.html",
- "href": "changelog/2023/20230201-changelog.html",
- "title": "V-Sekai Changelog - 2023-02",
- "section": "",
- "text": "This is the changelog for February 2023.\nThe sdk has the entire v-sekai-game project, all the builds and git .\nThe game builds can be smaller but they currently have the shared_library, the executable and the gdextension interface files. It also can launch v-sekai with openxr.\nThe builds are ranging to 10 minutes for a partially cached build on average. Engine builds take longer.\nhttps://nightly.link/V-Sekai/v-sekai-game/workflows/vsk_linux_builds/main\n\n\n\nSomeone wanted me to help out on voip so I assisted\nA v-tuber, expiredpopsicle, is using godot-vrm! and contributed.\nFaolan is a Godot contributor. Fire gifted libgodot code to him and now he’s able to run his vr platform on the Meta Quest with dotnet.\n\n\n\n\nI reduced iteration times on the V-Sekai cicd from 1.5 hours to 2-10 minutes.\nI also stopped merging incomplete work. Every merge commit should stand on its own."
- },
- {
- "objectID": "changelog/2023/20230201-changelog.html#people",
- "href": "changelog/2023/20230201-changelog.html#people",
- "title": "V-Sekai Changelog - 2023-02",
- "section": "",
- "text": "Someone wanted me to help out on voip so I assisted\nA v-tuber, expiredpopsicle, is using godot-vrm! and contributed.\nFaolan is a Godot contributor. Fire gifted libgodot code to him and now he’s able to run his vr platform on the Meta Quest with dotnet."
- },
- {
- "objectID": "changelog/2023/20230201-changelog.html#fire",
- "href": "changelog/2023/20230201-changelog.html#fire",
- "title": "V-Sekai Changelog - 2023-02",
- "section": "",
- "text": "I reduced iteration times on the V-Sekai cicd from 1.5 hours to 2-10 minutes.\nI also stopped merging incomplete work. Every merge commit should stand on its own."
- },
- {
- "objectID": "changelog/2023/20230701-changelog.html",
- "href": "changelog/2023/20230701-changelog.html",
- "title": "V-Sekai Changelog - July 2023",
- "section": "",
- "text": "VRM 1.0 export work by Lyuma.\nImplemented VRM 1 spring bones in the vrm1-wip branch by Lyuma.\nRefactored XML class definitions in all external vsk-modules by iFire.\nAdded “painfulness” to the many bone IK solver by iFire.\n\n\n\n\n\nPushed a bunch of the code for VRM 1 to godot-vrm by Lyuma.\nMore changes to vrm1-wip specifically changing how head hiding works by Lyuma.\nRestoring editor upload of avatars and worlds by iFire.\n\n\n\n\n\nPosted a fix for the magenta viewport copy of xr bug by iFire.\n\n\n\n\n\nVRM 0 models are upgraded to VRM 1 format during import, so only VRM 1 can be exported, and it will use VRM 1 style naming for everything by Lyuma.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adheres to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories."
- },
- {
- "objectID": "changelog/2023/20230701-changelog.html#unreleased",
- "href": "changelog/2023/20230701-changelog.html#unreleased",
- "title": "V-Sekai Changelog - July 2023",
- "section": "",
- "text": "VRM 1.0 export work by Lyuma.\nImplemented VRM 1 spring bones in the vrm1-wip branch by Lyuma.\nRefactored XML class definitions in all external vsk-modules by iFire.\nAdded “painfulness” to the many bone IK solver by iFire.\n\n\n\n\n\nPushed a bunch of the code for VRM 1 to godot-vrm by Lyuma.\nMore changes to vrm1-wip specifically changing how head hiding works by Lyuma.\nRestoring editor upload of avatars and worlds by iFire.\n\n\n\n\n\nPosted a fix for the magenta viewport copy of xr bug by iFire.\n\n\n\n\n\nVRM 0 models are upgraded to VRM 1 format during import, so only VRM 1 can be exported, and it will use VRM 1 style naming for everything by Lyuma.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adheres to Semantic Versioning."
- },
- {
- "objectID": "changelog/2023/20230701-changelog.html#previous-releases",
- "href": "changelog/2023/20230701-changelog.html#previous-releases",
- "title": "V-Sekai Changelog - July 2023",
+ "objectID": "changelog/2025/20250208-deck-log.html",
+ "href": "changelog/2025/20250208-deck-log.html",
+ "title": "V-Sekai Deck Log - 2025-02-08",
"section": "",
- "text": "Not applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories."
+ "text": "V-Sekai Deck Log - 2025-02-08\n\n1. Date: 2025-02-08 (Saturday)\n2. Project Status - Team Activity:\n\nLocation: Vancouver Region (YVR)\nEnvironmental Conditions: Winter season, -2 celsius\nActive Contributors: 5 (Astral Druid, Fire, iffn, Lyuma)\n\nAstral Druid:\n\nArt direction\ncoordinating event prep\n\niffn: Refining prototype environment (trees, ship)\nLyuma: Debugging VR UI Ray Casting\nFire:\n\nObject add/delete/vote prototype\n\n\nGroup Activities:\n\nAdhoc V-Sekai meetings\n\nFire x Astral Druid\nLyuma x Astral x Fire x iffn\n\n\n\n3. Technical Updates:\n\nCodebase Health:\n\nNone\n\n\n4. Blockers:\n\n🛑 Active:\n\nVR UI Ray Casting (Lyuma)\n\n🛑 New:\n\nNone\n\n\n5. Planned Work:\n\nKey Goals:\n\nLyuma: Resolve VR UI blocker\nFire: Deliver prototype draft\nGDC 2025 replanning required due to unannounced organizer changes\n\n\n6. Leadership Decisions:\n\nWeekly check-ins continuing"
},
{
- "objectID": "changelog/2023/20230101-changelog.html",
- "href": "changelog/2023/20230101-changelog.html",
- "title": "V-Sekai Changelog - 2023-01",
+ "objectID": "changelog/2025/20250204-deck-log.html",
+ "href": "changelog/2025/20250204-deck-log.html",
+ "title": "V-Sekai Deck Log - 2025-02-04",
"section": "",
- "text": "V-Sekai Changelog - 2023-01\nThis is the changelog for January 2023."
+ "text": "V-Sekai Deck Log - 2025-02-04\n\n1. Date: 2025-02-04\n2. Project Status - Team Activity:\n\nActive Contributors: 5 (Astral Druid, Fire, iffn, Lyuma, dragonhunt02).\n\nAstral Druid: Art direction + coordinating event prep.\niffn: Refining prototype environment (trees, ship).\nLyuma: Debugging VR UI Ray Casting.\niFire: Object add/delete/vote prototype.\ndragonhunt02: CI/CD stability checks; merged timestamp fix (PR #489).\n\n\n3. Technical Updates:\n\nCodebase Health:\n\nVR UI Ray Casting: Progress made, but not resolved.\nCI/CD: Implemented hourly timestamp granularity (11e7713) to prevent rebuild collisions.\nObject prototype: Development ongoing (no % estimate).\n\n\n4. Blockers:\n\n🛑 Active: VR UI Ray Casting (Lyuma)\n\n5. Planned Work:\n\nKey Goals for 02-04:\n\nLyuma: Resolve VR UI blocker\nFire: Deliver prototype draft + finalize log documentation\nAstral, iffn: Finalize event demo environment\n\n\n6. Leadership Decisions:\n\nWeekly check-ins to assess blocker/prototype status.\nApproved CI/CD improvements to support team workflows.\n\n\nStatus: ✅ Locked."
},
{
- "objectID": "changelog/2023/20231109-changelog.html",
- "href": "changelog/2023/20231109-changelog.html",
- "title": "V-Sekai Changelog - November 2023",
+ "objectID": "changelog/2023/20231207-changelog.html",
+ "href": "changelog/2023/20231207-changelog.html",
+ "title": "V-Sekai Changelog - December 2023",
"section": "",
- "text": "V-Sekai.xr-grid is a VR interaction tool.\n\nFirst release\nRelease Version: 0.1.0-rc1\nChanges: The game name environment variable has been updated in the build workflow. A new commit was also made to set the draft flag to false for the release.\nRelease Link\n\n\n\n\nV-Sekai Model Explorer is a 3D model viewer built with Godot 4. It supports various model formats like VRM and glTF 2.0. With this tool, you can dive deep into the components of a 3D model - inspecting meshes, materials, textures, and animations.\n\nFirst release\nRelease Version: v0.2.0-rc2\nChanges: The GAMENAME environment variable value has been changed to “vsekai_model_explorer”. The macos_editor_macos_deploy job from builds.yml has been removed. A README.md for GitHub actions has been added and the warning has been moved to the top of the file.\nRelease Link\n\n\n\n\n\n\n\n\nMacOS Editor Builds: MacOS editor builds have been added to the project. (Commit: df041f0)\nExport Mac Game: The game can now be exported for Mac. Pending code-signing and App support.\nGolang Installation: Golang has been installed in the project. (Commit: c25456b)\nUnidot Dependency Removal: The dependency on the post-import script by Unidot has been removed after conversion is complete. This means the converted assets will work standalone without the Unidot importer, with one exception*.\nSupported Asset Types: Supported asset types are listed in the readme. It should support many types of meshes, animations, Standard shader materials, scenes/prefabs and physics objects.\nOptimization for Generating Tangents in Mikktspace: An optimization has been added for generating tangents in mikktspace. (Pull Request #83648)\n\n\n\n\n\nGame Name Variable: A game name variable has been implemented on Github Actions. (Commit: 08d87db)\nGodot Engine Repository Update: The Godot engine repository and reference in build workflows have been updated. (Commit: f7f609d)\nImports Update: Imports in the project have been updated. (Commit: 896cb7c)\nUnidot Beta Release: Unidot is now in a beta / early RC for the first release.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity. (Commit: d641001)\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nLyuma, a member of the V-Sekai team, recently attended the Godot Engine Munich 2023 conference.\nShaders or MonoBehaviors/scripts are not currently supported. This will not be part of the initial release. The goal for now is scene / character / animation conversion.\nAnimationTree uses the standalone runtime/anim_tree.gd script as a blackboard system to simulate unity parameters. This file should remain.\nUnidot Importer Github Link\nA wild spooky dev snapshot appears! 👻 🎃 Contributors are making great progress on solving regressions in Godot 4.2! This new 4.2 beta 4 should be significantly more stable and reliable to upgrade 4.1 projects (not perfect yet though!). Godot Engine Dev snapshot: Godot 4.2 beta 4 We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release."
+ "text": "2023-12-11 20:10: Unidot Importer | Unidot Importer. Unidot is a .unitypackage asset interoperability tool to bring assets designed for other engines into Godot Engine. Check it out here.\n2023-12-12 04:19: Unidot was submitted to the asset library! We have a separate discord server for Unidot Importer: Join us on Discord. It’s kind of a companion for V-Sekai, but I expect a lot of general game developers joining who have little interest in VR or social virtual worlds, so I think it’s good to have a separate community.\n\n\n\n\nInitial commit on TOOL_game_start:main branch.\nNew commits to godot:master adding various features and fixes.\nUnify tangents in obj on godot:unify-tangents-obj branch.\nUpdates to manuals:main branch.\nAddition of mtlx on godot:godot-mtlx-4.2 branch.\nUpdates to godot-usd:main branch\nUpdated https://saracenone.itch.io/groups-4x on godot engine master (4.3). DX12 is not enabled.\n\n\n\n\n\nForce-pushed changes to various branches in the godot repository.\nMerged pull requests on V-Sekai.xr-grid:main branch.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nRemoval of git submodules on godot-mtlx:godot-rebase branch.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
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- "text": "V-Sekai.xr-grid is a VR interaction tool.\n\nFirst release\nRelease Version: 0.1.0-rc1\nChanges: The game name environment variable has been updated in the build workflow. A new commit was also made to set the draft flag to false for the release.\nRelease Link\n\n\n\n\nV-Sekai Model Explorer is a 3D model viewer built with Godot 4. It supports various model formats like VRM and glTF 2.0. With this tool, you can dive deep into the components of a 3D model - inspecting meshes, materials, textures, and animations.\n\nFirst release\nRelease Version: v0.2.0-rc2\nChanges: The GAMENAME environment variable value has been changed to “vsekai_model_explorer”. The macos_editor_macos_deploy job from builds.yml has been removed. A README.md for GitHub actions has been added and the warning has been moved to the top of the file.\nRelease Link"
+ "text": "2023-12-11 20:10: Unidot Importer | Unidot Importer. Unidot is a .unitypackage asset interoperability tool to bring assets designed for other engines into Godot Engine. Check it out here.\n2023-12-12 04:19: Unidot was submitted to the asset library! We have a separate discord server for Unidot Importer: Join us on Discord. It’s kind of a companion for V-Sekai, but I expect a lot of general game developers joining who have little interest in VR or social virtual worlds, so I think it’s good to have a separate community.\n\n\n\n\nInitial commit on TOOL_game_start:main branch.\nNew commits to godot:master adding various features and fixes.\nUnify tangents in obj on godot:unify-tangents-obj branch.\nUpdates to manuals:main branch.\nAddition of mtlx on godot:godot-mtlx-4.2 branch.\nUpdates to godot-usd:main branch\nUpdated https://saracenone.itch.io/groups-4x on godot engine master (4.3). DX12 is not enabled.\n\n\n\n\n\nForce-pushed changes to various branches in the godot repository.\nMerged pull requests on V-Sekai.xr-grid:main branch.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nRemoval of git submodules on godot-mtlx:godot-rebase branch.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity.\n\nThis project does not adhere to Semantic Versioning."
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- "text": "MacOS Editor Builds: MacOS editor builds have been added to the project. (Commit: df041f0)\nExport Mac Game: The game can now be exported for Mac. Pending code-signing and App support.\nGolang Installation: Golang has been installed in the project. (Commit: c25456b)\nUnidot Dependency Removal: The dependency on the post-import script by Unidot has been removed after conversion is complete. This means the converted assets will work standalone without the Unidot importer, with one exception*.\nSupported Asset Types: Supported asset types are listed in the readme. It should support many types of meshes, animations, Standard shader materials, scenes/prefabs and physics objects.\nOptimization for Generating Tangents in Mikktspace: An optimization has been added for generating tangents in mikktspace. (Pull Request #83648)\n\n\n\n\n\nGame Name Variable: A game name variable has been implemented on Github Actions. (Commit: 08d87db)\nGodot Engine Repository Update: The Godot engine repository and reference in build workflows have been updated. (Commit: f7f609d)\nImports Update: Imports in the project have been updated. (Commit: 896cb7c)\nUnidot Beta Release: Unidot is now in a beta / early RC for the first release.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity. (Commit: d641001)\n\nThis project does not adhere to Semantic Versioning."
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+ "text": "This is the changelog for March 2023.\nGodot Engine 4.0 launched on March 1st. 🎉\n\n\nUpgrade the documentation to point to github actions.\nPosted changes to https://github.com/godotengine/tps-demo/pull/167 to improve Github Actions export\nWorking on https://github.com/V-Sekai/blender-art-blue-tin-fox-models to get a list of prototype models.\nTuned the vr vingette usability feature to be more black.\nCreate an Awesome V-sekai page https://github.com/V-Sekai/awesome-v-sekai.\nMigrate the manual page to https://v-sekai.github.io/manuals\nInvestigated SHARK and IREE. Provides vulkan for machine learning.\nWrote a proposal for libfbx. https://github.com/godotengine/godot-proposals/issues/6453\nDid some removal of non essential code towards being in vr, loading maps and being in an avatar.\nRestore the brightness defaults in physical lighting.\nTrial variable rate shading.\nUpdate VSK_model_explorer to stable Godot Engine 4.0.\nHelped HungryProton add an automated build system for his ProtonGraph application. https://github.com/protongraph/protongraph\nTrying to get Godot Engine V-Sekai builds to pass. There was a breaking change in Scons.\nLibgodot doesn’t pass unit testing.\nUpdated https://github.com/V-Sekai/godot-task-goal-planner ’s gut addon and remove vsk versioning.\nReleased embedding search example with Marqo. https://github.com/fire/soriee-search\n\n\n\n\n\n\n\n\n\nSequence\nPose\n\n\n\n\n0\nT-pose\n\n\n1\nA-Pose\n\n\n2\nHands beside the upper leg, palms inwards at “At Ease”.\n\n\n3\nLift left leg\n\n\n4\nPut hands next to the face in a claw position palms facing outwards\n\n\n5\nHands at “At Ease”\n\n\n6\nLift left arm from “At Ease” to pointing straight upwards\n\n\n7\nLift left arm from “At Ease” to pointing upwards and wave off to a side\n\n\n8\nPoint left index finger\n\n\n9\nHands at “At Ease”\n\n\n10\nBicycle pose\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOrganization\nDescription\ndate\n\n\n\n\nGodot Engine Foundation & V-Sekai\nCSG Fire Chatted about CSG with reduz First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai\nPhysics Colliders Fire CoACD https://github.com/SarahWeiii/CoACD/issues/9\n2023-03-30 00:00:00\n\n\nV-Sekai & Thorvg\nFire Fire Review thorvg PR https://github.com/godotengine/godot/pull/75508\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Play a horror game First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai & Zylann\nFire Fire Asked zylann to review double precision pr\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Restore github cicd First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Animation iks as node first draft posted. First draft\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Propose a animation node pr First Meeting\n2023-03-30 00:00:00"
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- "text": "Lyuma, a member of the V-Sekai team, recently attended the Godot Engine Munich 2023 conference.\nShaders or MonoBehaviors/scripts are not currently supported. This will not be part of the initial release. The goal for now is scene / character / animation conversion.\nAnimationTree uses the standalone runtime/anim_tree.gd script as a blackboard system to simulate unity parameters. This file should remain.\nUnidot Importer Github Link\nA wild spooky dev snapshot appears! 👻 🎃 Contributors are making great progress on solving regressions in Godot 4.2! This new 4.2 beta 4 should be significantly more stable and reliable to upgrade 4.1 projects (not perfect yet though!). Godot Engine Dev snapshot: Godot 4.2 beta 4 We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release."
+ "text": "Upgrade the documentation to point to github actions.\nPosted changes to https://github.com/godotengine/tps-demo/pull/167 to improve Github Actions export\nWorking on https://github.com/V-Sekai/blender-art-blue-tin-fox-models to get a list of prototype models.\nTuned the vr vingette usability feature to be more black.\nCreate an Awesome V-sekai page https://github.com/V-Sekai/awesome-v-sekai.\nMigrate the manual page to https://v-sekai.github.io/manuals\nInvestigated SHARK and IREE. Provides vulkan for machine learning.\nWrote a proposal for libfbx. https://github.com/godotengine/godot-proposals/issues/6453\nDid some removal of non essential code towards being in vr, loading maps and being in an avatar.\nRestore the brightness defaults in physical lighting.\nTrial variable rate shading.\nUpdate VSK_model_explorer to stable Godot Engine 4.0.\nHelped HungryProton add an automated build system for his ProtonGraph application. https://github.com/protongraph/protongraph\nTrying to get Godot Engine V-Sekai builds to pass. There was a breaking change in Scons.\nLibgodot doesn’t pass unit testing.\nUpdated https://github.com/V-Sekai/godot-task-goal-planner ’s gut addon and remove vsk versioning.\nReleased embedding search example with Marqo. https://github.com/fire/soriee-search\n\n\n\n\n\n\n\n\n\nSequence\nPose\n\n\n\n\n0\nT-pose\n\n\n1\nA-Pose\n\n\n2\nHands beside the upper leg, palms inwards at “At Ease”.\n\n\n3\nLift left leg\n\n\n4\nPut hands next to the face in a claw position palms facing outwards\n\n\n5\nHands at “At Ease”\n\n\n6\nLift left arm from “At Ease” to pointing straight upwards\n\n\n7\nLift left arm from “At Ease” to pointing upwards and wave off to a side\n\n\n8\nPoint left index finger\n\n\n9\nHands at “At Ease”\n\n\n10\nBicycle pose\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOrganization\nDescription\ndate\n\n\n\n\nGodot Engine Foundation & V-Sekai\nCSG Fire Chatted about CSG with reduz First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai\nPhysics Colliders Fire CoACD https://github.com/SarahWeiii/CoACD/issues/9\n2023-03-30 00:00:00\n\n\nV-Sekai & Thorvg\nFire Fire Review thorvg PR https://github.com/godotengine/godot/pull/75508\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Play a horror game First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai & Zylann\nFire Fire Asked zylann to review double precision pr\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Restore github cicd First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Animation iks as node first draft posted. First draft\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Propose a animation node pr First Meeting\n2023-03-30 00:00:00"
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- "text": "In June 2023, various developments and discussions took place in the Godot community, particularly within the V-Sekai project. Key highlights include updates to the godot-vrm repository, security improvements in the v-sekai-game repository, and progress on animation retargeting and PMX character structure. Additionally, a fix was implemented for Skeleton3D’s rest_dirty reset issue.\n\nFork created: aaronfranke/godot-vrm (01/06/2023)\nNew commits in V-Sekai/godot-vrm repository, including updates to load_at_runtime_scene for 4.x and adding files_dropped functionality (02/06/2023)\nPR 130 closed, bumping github/codeql-action from 2.3.5 to 2.3.6 in V-Sekai/v-sekai-game (02/06/2023)\nPR 129 closed, bumping actions/setup-dotnet from 3.1.0 to 3.2.0 in V-Sekai/v-sekai-game (02/06/2023)\nStepSecurity bot opened PR 131 to apply security best practices in V-Sekai/v-sekai-game (02/06/2023)\nNew commit in v-sekai-game:main to avoid the empty avatar crash (02/06/2023)\nNew commits in v-sekai-game:main, including changes to assert and early return print _error (02/06/2023)\nNew tag created in V-Sekai/godot: groups-4.x.2023-06-03T034215Z (02/06/2023)\nPR 131 closed, applying security best practices in V-Sekai/v-sekai-game (02/06/2023)\nNew commit in v-sekai-game:main to make joining a server less crashy (02/06/2023)\nNew commit in v-sekai-game:main to remove debug points (02/06/2023)\nNew branch created in V-Sekai/v-sekai-game: codeql (02/06/2023)\nPR 132 opened, creating codeql.yml in V-Sekai/v-sekai-game (02/06/2023)\nNew comment on issue #25 in V-Sekai/godot-vrm discussing how to make a VRM model pose using GDScript (02/06/2023)\nNew commits in v-sekai-game:main, including changes to assert and early return print _error part 3, avoiding runtime errors, and removing gut (02/06/2023 - 03/06/2023)\nPR 132 closed, creating codeql.yml in V-Sekai/v-sekai-game (03/06/2023)\nPR 133 opened, hardening GitHub Actions in V-Sekai/v-sekai-game (03/06/2023)\nNew comments on issue #25 in V-Sekai/godot-vrm discussing animation retargeting and PMX character structure (03/06/2023)\nNew commits in v-sekai-game:main, including removing hardcoded gravity and gravity direction, inverting state machine condition, and setting up work in progress state chart (03/06/2023)\nNew branch created in V-Sekai/v-sekai-game: state-chart (03/06/2023)\nSkeleton3D now correctly resets rest_dirty only after all bone transforms have been updated (PR 78025 by lyuma). This also resolves the SkeletonGizmo display issue when there is more than one bone root.\n\n\n\nThe team has introduced a feature that allows for easy setup with just a single click. Additionally, they’re now utilizing an advanced system known as the Many Bones’ solver.\n\n\n\nThere were some concerns about how much time the GPU was spending on processing the shader - think of the shader like a set of instructions telling the GPU how to draw each pixel. The frame times, or the speed at which frames are processed, seemed to be slower than expected. However, it was clarified that these tests were being run in a mode designed for finding errors (debug mode), not for optimal performance.\n\n\n\nThe team discussed how their system’s performance stacks up against other virtual reality social platforms. They used different types of hardware for these comparisons, similar to comparing the performance of different cars using various types of roads and conditions.\n\n\n\nThe team also talked about how to best optimize their system for different devices. This is akin to tuning a car’s engine differently depending on whether it’s going to be driven in the city or on a racetrack.\n\n\n\nThere were discussions about the challenges of rendering avatars, especially when there are multiple avatars on the screen at once. It’s like trying to paint multiple portraits at the same time - the more you have, the harder it gets. The team discussed the need for guidelines to help avatar creators optimize their designs for less powerful hardware.\n\n\n\nLooking ahead, the team plans to conduct more tests, particularly focusing on how well their system handles complex 3D models on Android devices. They also aim to create a benchmark scenario where they expect good performance across most platforms, much like setting a standard track to test different cars’ performances."
+ "text": "Ported RenIK to GDScript, providing a reference implementation and allowing for separation of RenIKPlacement from RenIK as two distinct nodes. This change enables reuse of the foot placement implementation on any other IK system or swapping out the foot placement system for another animation system and then running the IK algorithm independently. The port was challenging due to differences in the Basis APIs between C++ and GDScript. The GDScript code is available at https://github.com/V-Sekai/renik/tree/gdscript and can be used instead of the original C++ version at https://github.com/V-Sekai/renik. It includes a test scene for use in projects.\n\n\n\n\n\n\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories.\n\n\n\ncommit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.\ncommit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.\ncommit 5928dee - (main) Merge pull request #239 from V-Sekai/remove-unused-01 Remove unnecessary files and configurations for Mac development in vs code.\ncommit 8c34654 - (remove-unused-math-utils) Remove unused math utils.\ncommit 9860967 - (main) Merge pull request #245 from V-Sekai/xr-on Make xr mode on.\ncommit 6147202 - (xr-on) Make xr mode on.\ncommit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.\ncommit 83b4490 - (move-utility) Move the utility folder.\ncommit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.\ncommit 6519cce - (better-svgs) Improve the logos.\nWrite a constraint minimizer https://github.com/V-Sekai/v-sekai-game/blob/constraint-minimizer/new_script.gd\nWrite a github action for godot engine so I can push releases\nUpdate github actions for tagged release. Use the 0.1.0-alpha1 tag.\nInvestigate https://about.signpath.io/product/open-source for part 2\nLauncher https://gist.github.com/fire/e5a16d3e738e8575b8ce7f527c245d27\nPeople are asking about 3d ik so I need to increase the code quality of https://github.com/V-Sekai/renik"
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+ "text": "commit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.\ncommit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.\ncommit 5928dee - (main) Merge pull request #239 from V-Sekai/remove-unused-01 Remove unnecessary files and configurations for Mac development in vs code.\ncommit 8c34654 - (remove-unused-math-utils) Remove unused math utils.\ncommit 9860967 - (main) Merge pull request #245 from V-Sekai/xr-on Make xr mode on.\ncommit 6147202 - (xr-on) Make xr mode on.\ncommit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.\ncommit 83b4490 - (move-utility) Move the utility folder.\ncommit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.\ncommit 6519cce - (better-svgs) Improve the logos.\nWrite a constraint minimizer https://github.com/V-Sekai/v-sekai-game/blob/constraint-minimizer/new_script.gd\nWrite a github action for godot engine so I can push releases\nUpdate github actions for tagged release. Use the 0.1.0-alpha1 tag.\nInvestigate https://about.signpath.io/product/open-source for part 2\nLauncher https://gist.github.com/fire/e5a16d3e738e8575b8ce7f527c245d27\nPeople are asking about 3d ik so I need to increase the code quality of https://github.com/V-Sekai/renik"
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- "text": "There were discussions about the challenges of rendering avatars, especially when there are multiple avatars on the screen at once. It’s like trying to paint multiple portraits at the same time - the more you have, the harder it gets. The team discussed the need for guidelines to help avatar creators optimize their designs for less powerful hardware."
+ "text": "In May 2023, significant progress was made in the Godot community and V-Sekai project. Key developments include the implementation of WebAssembly modules for Godot Engine 4, improvements to the V-Sekai Godot Engine fork, and advancements in Unidot’s FBX humanoid support. Additionally, there were updates to the manual site, suggestions for Blender VRM drag-and-drop support, and bug fixes related to LODs.\n\nhttps://github.com/ashtonmeuser/godot-wasm/tree/godot-4 Implements wasm modules for Godot Engine 4.\nFire has chatgpt4 api access.\nMerged godot-wasm into V-Sekai Godot Engine fork for experimenting with user generated scripting and optimization of computation.\nvsk_speech branch of V-Sekai Godot Engine passes cicd again!!\nRevised and optimized the manual site.\nSuggested that .VRM drag and drop support is added to Blender. https://github.com/mika-f/blender-drag-and-drop/issues/34#issuecomment-1539429579\nUse a better representation of feminine and masculine avatars\nFixing bugs with lods\n\n\n\nLyuma has been working on implementing imported humanoid FBX support in Unidot, including bone guessing. The current implementation supports FBX source models and performs bone name guessing when humanDescription is empty. However, it does not yet support humanoid .anim clips, and there are known issues applying Animator components to already-imported models.\nAfter fixing a typo in Fix Silhouette, Lyuma reported that FBX humanoid animation import in Unidot seems much closer. They also implemented support for “Copy from other Avatar” to handle conversion of Maya FBX files with the first frame posed like the animation. This allows using the T-pose of another model as the rest pose.\nLyuma shared their progress on Twitter, showcasing the effectiveness of Unidot-Importer by VSekaiOfficial and Godot 4.0’s new humanoid retargeter system. The Godot Engine community also discovered the team’s GLTF work, as seen in a tweet by Bramwell.\nGamefromscratch covered Godot -> Unity migration in a YouTube video, highlighting the use of barcoderdev’s version of FBX2glTF with Unidot, which might solve the pivot issue encountered earlier."
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- "text": "Looking ahead, the team plans to conduct more tests, particularly focusing on how well their system handles complex 3D models on Android devices. They also aim to create a benchmark scenario where they expect good performance across most platforms, much like setting a standard track to test different cars’ performances."
+ "text": "Lyuma has been working on implementing imported humanoid FBX support in Unidot, including bone guessing. The current implementation supports FBX source models and performs bone name guessing when humanDescription is empty. However, it does not yet support humanoid .anim clips, and there are known issues applying Animator components to already-imported models.\nAfter fixing a typo in Fix Silhouette, Lyuma reported that FBX humanoid animation import in Unidot seems much closer. They also implemented support for “Copy from other Avatar” to handle conversion of Maya FBX files with the first frame posed like the animation. This allows using the T-pose of another model as the rest pose.\nLyuma shared their progress on Twitter, showcasing the effectiveness of Unidot-Importer by VSekaiOfficial and Godot 4.0’s new humanoid retargeter system. The Godot Engine community also discovered the team’s GLTF work, as seen in a tweet by Bramwell.\nGamefromscratch covered Godot -> Unity migration in a YouTube video, highlighting the use of barcoderdev’s version of FBX2glTF with Unidot, which might solve the pivot issue encountered earlier."
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- "text": "Steamdeck test with V-Sekai.\nRestored image grid in V-Sekai content picking.\nWorking with the animation team to approve the skeleton animation retargeter.\nhttps://github.com/fire/geodesiac-path-on-mesh https://mindsdb.com/ https://github.com/godotengine/godot/pull/56902 https://github.com/KhronosGroup/glTF-Blender-IO/pull/1582.\nRestored wasd in V-Sekai build.\nAlso the last line also reduced the warning from 700 to around 8-30\nLast week improved openxr support but not yet locomotion.\nHand actions and triggers still bugged\nCollaboration with Khronos and Lucasfilm has added gltf principled pbr to materialx\nA static materialx baking importer has been added to a Godot Engine c++ master module\nAbandoned the work on webview because it required too much mingw hacking of windows calls. Should have worked in msvc still https://github.com/AcademySoftwareFoundation/MaterialX/issues/874\nWant to propose gltf specular and gltf volumetric to the godot engine rendering team\nWorked on an idea with Krsytof https://github.com/godotengine/godot-proposals/discussions/4226 to pin inspectors.\nFire collaborated with Tokage and Lyuma on the UIUX of a skeletal retargeting importer\nStarted a discussion on a train station stress test. https://github.com/godotengine/godot-proposals/discussions/4233\n\n\nOpenXR mode works!!!\nMade a skeleton retargeting demo.\n\n\n\n\n\nAdded a new audio effect to down-mix stereo audio to mono progressively. https://github.com/godotengine/godot/pull/58823\n\n\n\n\nAllow automatic lod when importing 3D scenes with Static Lightmaps https://github.com/godotengine/godot/pull/58548\nproductionize a clothing band / bracelet maker on 3d manifold-only meshes https://github.com/fire/geodesiac-path-on-mesh\nplay with a auto-ml thing that guesses floats, guesses classes and forecasts https://mindsdb.com/\nworking with the animation team to approve the skeleton animation retargeter. https://github.com/godotengine/godot/pull/56902\nconvinced the gltf blender maintainer it’s super easy to export pure 3d animations as gltf. https://github.com/KhronosGroup/glTF-Blender-IO/pull/1582"
+ "text": "Lyuma has pushed support to GodotEngine Unidot-Importer for humanoid unity .anim import including lox9973’s center of mass correction for hips. #gamedev\nHumanoid anim support is complete, including arm/leg twist! Import of standalone Avatar assets is now functional (such as converted VRM files).\nUnpacked avatar prefabs are now extracted into their own scenes.\n\n\n\n\n\nUpdated casync for v-sekai-game. This is still using the old version binaries.\n\ngit clone https://github.com/V-Sekai/casync-v-sekai-game.git\ncd casync-v-sekai-game\n./extract.sh\n\n\n\n\nFixed an issue with GLTF images being referenced directly instead of going through the GLTFState.textures mapping. This was causing texture mis-matches on some VRMs when loaded. The fix involved passing the GLTF state into a few more functions, replacing the image list, so we could also access the textures mapping directly alongside them. (#82)\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nConvinced PolygonJS to change their license to the MIT license.\nReviewed a character generator with OMI and JIN\nDiscussed svg in gltf at OMI\nProposed feature request to add an extractor to save 3d assets, gltf files, CAD files, shapefiles, STLs, etc to ArchiveBox. Issue #668\nDiscovered a method of json document sync. JsonJoy\n\n\n\n\n\n“The term logbook originated with the ship’s log, a maritime record of important events in the management, operation, and navigation of a ship. The captain was responsible for keeping a log, as a minimum, of navigational wind, speed, direction and position.” - Wikipedia"
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- "text": "OpenXR mode works!!!\nMade a skeleton retargeting demo."
+ "text": "Lyuma has pushed support to GodotEngine Unidot-Importer for humanoid unity .anim import including lox9973’s center of mass correction for hips. #gamedev\nHumanoid anim support is complete, including arm/leg twist! Import of standalone Avatar assets is now functional (such as converted VRM files).\nUnpacked avatar prefabs are now extracted into their own scenes.\n\n\n\n\n\nUpdated casync for v-sekai-game. This is still using the old version binaries.\n\ngit clone https://github.com/V-Sekai/casync-v-sekai-game.git\ncd casync-v-sekai-game\n./extract.sh\n\n\n\n\nFixed an issue with GLTF images being referenced directly instead of going through the GLTFState.textures mapping. This was causing texture mis-matches on some VRMs when loaded. The fix involved passing the GLTF state into a few more functions, replacing the image list, so we could also access the textures mapping directly alongside them. (#82)\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning."
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- "text": "Added a new audio effect to down-mix stereo audio to mono progressively. https://github.com/godotengine/godot/pull/58823\n\n\n\n\nAllow automatic lod when importing 3D scenes with Static Lightmaps https://github.com/godotengine/godot/pull/58548\nproductionize a clothing band / bracelet maker on 3d manifold-only meshes https://github.com/fire/geodesiac-path-on-mesh\nplay with a auto-ml thing that guesses floats, guesses classes and forecasts https://mindsdb.com/\nworking with the animation team to approve the skeleton animation retargeter. https://github.com/godotengine/godot/pull/56902\nconvinced the gltf blender maintainer it’s super easy to export pure 3d animations as gltf. https://github.com/KhronosGroup/glTF-Blender-IO/pull/1582"
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- "text": "iFire wrote with Lyuma some proposals:\n\nCICD as a TrueNas Scale system\nProposal for Github CICD actions.\n\nBastiaanOlij updated the OpenXR pull request so it now uses OpenXR 1.0.22 and it has that DISABLE_STD_FILESYSTEM switch in there.\n\n\nSwitch proposal website to use https://quarto.org/.\nUpdated nomnoml diagrams.\n\n\n\n<Lyuma> Merged VR support (including OpenXR and the ability to create OpenVR as a plugin) into our godot engine build.\n\n\n\nMaterial Maker was patched so that OpenEXR export don’t shift color channels in generated EXR file."
+ "text": "Convinced PolygonJS to change their license to the MIT license.\nReviewed a character generator with OMI and JIN\nDiscussed svg in gltf at OMI\nProposed feature request to add an extractor to save 3d assets, gltf files, CAD files, shapefiles, STLs, etc to ArchiveBox. Issue #668\nDiscovered a method of json document sync. JsonJoy"
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- "text": "Switch proposal website to use https://quarto.org/.\nUpdated nomnoml diagrams."
+ "text": "“The term logbook originated with the ship’s log, a maritime record of important events in the management, operation, and navigation of a ship. The captain was responsible for keeping a log, as a minimum, of navigational wind, speed, direction and position.” - Wikipedia"
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- "text": "<Lyuma> Merged VR support (including OpenXR and the ability to create OpenVR as a plugin) into our godot engine build."
+ "text": "Basisu (ktx2) for gltf was merged to allow compressing the textures to KTX2, which is GPU compatible and has a very small size. Our project also deals with hundreds and thousands of models placed in one scene, making the file size of each model crucial.\nRechieKho Integrated the iree.gd library with Godot game engine and allows Godot projects to leverage IREE for machine learning workflows.\n\nAddition of Godot image <-> IREE buffer view conversion utilities\nExposure of IREE workflow\nAddition of Godot demos showing IREE integration\n\nRecreated Architext demo for testing apartment blueprint generation.\nGodot VRM has been submitted to the asset library for 4.x by Lyuma on 2023-08-03. It’s now usable and most bugs have been fixed. One known issue is that node constraints have some issues on models which were retargeted (needed bone rotation). If anyone wants to play with godot-vrm, feel free to clone it from github: it’s the same as the version that will be available in the Godot Asset Library. Readme is updated. Feel free to check it out and give feedback. Github Link\nNew commits to godot_uro:main by Lyuma and Fire.\nNew commits to v-sekai-game:main by Lyuma and Fire.\nNew commits to godot:groups-staging-4.2 by Fire.\nNew commits to godot:vsk-many-bone-ik-4.2 by Fire.\nNew commits to v-sekai-game:update-translations by Fire.\nNew commits to v-sekai-game:update-godot by Fire.\nNew commits to godot-vrm:only-addon by Lyuma.\nNew commits to godot-vrm:master by Lyuma.\nNew commits to godot:vsk-flac-4.2 by Fire.\nNew commits to godot:vsk-subdiv-4-0 branch.\nForce-pushed updates to godot branches: vsk-subdiv-4-0, groups-staging-4.2, scene-import-fixes, faster-generate-lod.\nDeletion of branches in V-Sekai/v-sekai-game: migrate-authors, all-contributors/add-lyuma, all-contributors/add-EnthWyrr.\nCreation of new branches in V-Sekai/v-sekai-game: gh-readonly-queue/main/pr-213-d5fbc97d5854516d4305eb94fb6a81307256c978, all-contributors/- add-s-ilent, gh-readonly-queue/main/pr-215-e72f9297674c4c2f82dcc59ba8af18a03fd86fcc, gh-readonly-queue/main/pr-215-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-213-2a174801a0b88ccdfc9c3671230911f6978477bd.\nNew commits to godot:groups-staging-4.2 branch.\nCreation of new branches in V-Sekai/godot: groups-staging-lbfgs, vsk-lbfgs-4.2.\nBump of github/codeql-action from 2.21.4 to 2.21.5 in V-Sekai/v-sekai-game.\nCreation of new branch in V-Sekai/v-sekai-game: dependabot/github_actions/github/codeql-action-2.21.5.\nPull requests #213 and #215 in V-Sekai/v-sekai-game.\nPull request #216 (Bump github/codeql-action from 2.21.4 to 2.21.5) in V-Sekai/v-sekai-game.\n\n\n\n\n\nUpdated localization files for VR manager and menu strings by Fire.\nUpdated the ref value for the v-sekai-game repository to groups-4.2.2023-08-01T161313Z by Fire.\nUpdated godot-deps action.yml by Fire.\nUpdated icons path in FLAC config module by Fire.\nUpdates to README.md and .all-contributorsrc in V-Sekai/v-sekai-game.\nRefactoring and updates in godot:groups-staging-4.2 and godot:vsk-lbfgs-4.2 branches.\n\n\n\n\n\nFix theme of export dialog by Lyuma.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nMany Bone IK has been removed temporarily to ensure the engine builds and passes tests.\nDeletion of branches in V-Sekai/v-sekai-game: gh-readonly-queue/main/pr-213-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-215-e72f9297674c4c2f82dcc59ba8af18a03fd86fcc, gh-readonly-queue/main/pr-215-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-213-2a174801a0b88ccdfc9c3671230911f6978477bd, groups-4.2-latest, dependabot/github_actions/github/codeql-action-2.21.5. MMD PMX scene importer in godot:groups-staging-4.2 branch.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories."
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- "text": "Material Maker was patched so that OpenEXR export don’t shift color channels in generated EXR file."
+ "text": "Basisu (ktx2) for gltf was merged to allow compressing the textures to KTX2, which is GPU compatible and has a very small size. Our project also deals with hundreds and thousands of models placed in one scene, making the file size of each model crucial.\nRechieKho Integrated the iree.gd library with Godot game engine and allows Godot projects to leverage IREE for machine learning workflows.\n\nAddition of Godot image <-> IREE buffer view conversion utilities\nExposure of IREE workflow\nAddition of Godot demos showing IREE integration\n\nRecreated Architext demo for testing apartment blueprint generation.\nGodot VRM has been submitted to the asset library for 4.x by Lyuma on 2023-08-03. It’s now usable and most bugs have been fixed. One known issue is that node constraints have some issues on models which were retargeted (needed bone rotation). If anyone wants to play with godot-vrm, feel free to clone it from github: it’s the same as the version that will be available in the Godot Asset Library. Readme is updated. Feel free to check it out and give feedback. Github Link\nNew commits to godot_uro:main by Lyuma and Fire.\nNew commits to v-sekai-game:main by Lyuma and Fire.\nNew commits to godot:groups-staging-4.2 by Fire.\nNew commits to godot:vsk-many-bone-ik-4.2 by Fire.\nNew commits to v-sekai-game:update-translations by Fire.\nNew commits to v-sekai-game:update-godot by Fire.\nNew commits to godot-vrm:only-addon by Lyuma.\nNew commits to godot-vrm:master by Lyuma.\nNew commits to godot:vsk-flac-4.2 by Fire.\nNew commits to godot:vsk-subdiv-4-0 branch.\nForce-pushed updates to godot branches: vsk-subdiv-4-0, groups-staging-4.2, scene-import-fixes, faster-generate-lod.\nDeletion of branches in V-Sekai/v-sekai-game: migrate-authors, all-contributors/add-lyuma, all-contributors/add-EnthWyrr.\nCreation of new branches in V-Sekai/v-sekai-game: gh-readonly-queue/main/pr-213-d5fbc97d5854516d4305eb94fb6a81307256c978, all-contributors/- add-s-ilent, gh-readonly-queue/main/pr-215-e72f9297674c4c2f82dcc59ba8af18a03fd86fcc, gh-readonly-queue/main/pr-215-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-213-2a174801a0b88ccdfc9c3671230911f6978477bd.\nNew commits to godot:groups-staging-4.2 branch.\nCreation of new branches in V-Sekai/godot: groups-staging-lbfgs, vsk-lbfgs-4.2.\nBump of github/codeql-action from 2.21.4 to 2.21.5 in V-Sekai/v-sekai-game.\nCreation of new branch in V-Sekai/v-sekai-game: dependabot/github_actions/github/codeql-action-2.21.5.\nPull requests #213 and #215 in V-Sekai/v-sekai-game.\nPull request #216 (Bump github/codeql-action from 2.21.4 to 2.21.5) in V-Sekai/v-sekai-game.\n\n\n\n\n\nUpdated localization files for VR manager and menu strings by Fire.\nUpdated the ref value for the v-sekai-game repository to groups-4.2.2023-08-01T161313Z by Fire.\nUpdated godot-deps action.yml by Fire.\nUpdated icons path in FLAC config module by Fire.\nUpdates to README.md and .all-contributorsrc in V-Sekai/v-sekai-game.\nRefactoring and updates in godot:groups-staging-4.2 and godot:vsk-lbfgs-4.2 branches.\n\n\n\n\n\nFix theme of export dialog by Lyuma.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nMany Bone IK has been removed temporarily to ensure the engine builds and passes tests.\nDeletion of branches in V-Sekai/v-sekai-game: gh-readonly-queue/main/pr-213-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-215-e72f9297674c4c2f82dcc59ba8af18a03fd86fcc, gh-readonly-queue/main/pr-215-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-213-2a174801a0b88ccdfc9c3671230911f6978477bd, groups-4.2-latest, dependabot/github_actions/github/codeql-action-2.21.5. MMD PMX scene importer in godot:groups-staging-4.2 branch.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning."
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- "text": "Migrated vsk_avatar and vsk_vrm_avatar_tool to import retargeter. There is still pending work to apply the 180 degree rotation during VRM import but we’re pretty close. Newly uploaded avatars should work, but after we fix the z-forward issue we may want to upload again.\n\n\n\nNothing to see here, got godot 4 engine updated to the latest master.\n\n\n\nMany changes to the Godot Engine 4 master retargeting and animation system were added."
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- "text": "Migrated vsk_avatar and vsk_vrm_avatar_tool to import retargeter. There is still pending work to apply the 180 degree rotation during VRM import but we’re pretty close. Newly uploaded avatars should work, but after we fix the z-forward issue we may want to upload again."
+ "text": "Moved issues into the tracker.\n\n\nWorked with manifold csg library author and was able to remove the boost dependency. https://github.com/elalish/manifold/pull/92\nAlso published a first draft on a Godot Engine master branch. See the issue for details.\n\n\n\nLyuma\nMade a lot of progress towards animation import in Unidot. Godot’s node system means that some paths become different: for example, meshes have to be reparented to skeletons; or extra levels in the hierarchy to keep track of physics bodies.\nTo this end, it is now keeping a lookup dictionary from path and component to fileID (which can be mapped to Godot node) which means animation support should be close.\n(Also, they made a major change to the import system in 2019 which affects id numbering. Still working on it)\nPushed a major update to Unidot, mostly in the post_import script. It should now generate paths much more accurately to the original file, and implemented the hashing algorithm used by Unity 2019 for file ID generation, for example generating ids like 919132149155446097 for the root object.\nThis has fixed some assets exported from Unity 2019 like below, which used to fail to resolve the fileIDs for meshes! @iFire\nMade some progress with terrain import in Unidot. It will import textures, normalmaps and splatmaps (creating an appropriate ShaderMaterial). My plan is to implement trees and grass using MultimeshInstance objects. With this I also now support texture assets. Texture Arrays seem to fail internally. Hard to tell if I did something wrong or something isn’t implemented on Godot’s end, but we’ll get there…\nperformance-wise, I think it’s now acceptable to just pipe all 2+ million polygons (for 1025x1025 terrain) to the GPU. I’m using tristrips so it’s mostly just 1 index per triangle. It might be better to use a more dedicated terrain system for this, so this is just a stopgap while Godot 4 is in development since the terrain systems in the asset library are not keeping up with the rapid pace of development. (if you’re interested in this subject, feel free to start a thread or reply on godot-general)\nTerrain trees, splatmaps and materials are implemented in Unidot, converting to a single conventional terrain mesh + multimesh. I have not implemented holes yet, but if someone has an example and there is demand, I could work on it.\nI also chose not to implement detail (grasses), because I don’t understand how detail patches are implemented, and they tend to not look that great in VR, so I’d rather work on something else.\n\n\n\n\nRestore fix-save-as-binary so we can export projects\nRestore elixir shared branch so we can run godot in elixir\nPoked ludwig about diffusion net for machine learning training.\n\n\n\n\nFBX2GLTF and Blender importers are merged.\n\n\n\niFire\n\nMade a bug report for Blender exported animation to gltf with @RockyMadio https://github.com/KhronosGroup/glTF-Blender-IO/issues/1613 GitHub"
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- "text": "Nothing to see here, got godot 4 engine updated to the latest master."
+ "text": "Worked with manifold csg library author and was able to remove the boost dependency. https://github.com/elalish/manifold/pull/92\nAlso published a first draft on a Godot Engine master branch. See the issue for details."
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- "text": "Many changes to the Godot Engine 4 master retargeting and animation system were added."
+ "text": "Lyuma\nMade a lot of progress towards animation import in Unidot. Godot’s node system means that some paths become different: for example, meshes have to be reparented to skeletons; or extra levels in the hierarchy to keep track of physics bodies.\nTo this end, it is now keeping a lookup dictionary from path and component to fileID (which can be mapped to Godot node) which means animation support should be close.\n(Also, they made a major change to the import system in 2019 which affects id numbering. Still working on it)\nPushed a major update to Unidot, mostly in the post_import script. It should now generate paths much more accurately to the original file, and implemented the hashing algorithm used by Unity 2019 for file ID generation, for example generating ids like 919132149155446097 for the root object.\nThis has fixed some assets exported from Unity 2019 like below, which used to fail to resolve the fileIDs for meshes! @iFire\nMade some progress with terrain import in Unidot. It will import textures, normalmaps and splatmaps (creating an appropriate ShaderMaterial). My plan is to implement trees and grass using MultimeshInstance objects. With this I also now support texture assets. Texture Arrays seem to fail internally. Hard to tell if I did something wrong or something isn’t implemented on Godot’s end, but we’ll get there…\nperformance-wise, I think it’s now acceptable to just pipe all 2+ million polygons (for 1025x1025 terrain) to the GPU. I’m using tristrips so it’s mostly just 1 index per triangle. It might be better to use a more dedicated terrain system for this, so this is just a stopgap while Godot 4 is in development since the terrain systems in the asset library are not keeping up with the rapid pace of development. (if you’re interested in this subject, feel free to start a thread or reply on godot-general)\nTerrain trees, splatmaps and materials are implemented in Unidot, converting to a single conventional terrain mesh + multimesh. I have not implemented holes yet, but if someone has an example and there is demand, I could work on it.\nI also chose not to implement detail (grasses), because I don’t understand how detail patches are implemented, and they tend to not look that great in VR, so I’d rather work on something else."
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- "text": "V-Sekai Changelog - 2022-09\n\n\n2022-09-05\ntefusion took iFire’s previous Godot Engine 3 branch and forward ported quad subdivision to an gdextension addon https://github.com/tefusion/godot-subdiv\nWe discuss with Reduz, Calinou and Lyuma about astc and limiting astc block size to 4x4, 8x8, and 12x12 block sizes. 4x4 was agreed on. Others have not yet.\n\n\n2022-09-06\nRestored Lillybyte’s https://github.com/godotengine/godot/pull/59675 Show the 3D transform gizmo in the center when otherwise offscreen work.\nGodot Engine astc block size agreed to be 4x4 and 8x8.\nSaracen’s Make auto-advance flag a requirement for conditional/expression evaluation with design amendments approved. https://github.com/godotengine/godot/pull/65312\nhttps://twitter.com/KenneyNL made a V-Sekai logo for us. https://twitter.com/KenneyNL/status/1567077172866596868?s=20&t=RIGyiux3A_KNX_HCLCVKvg\n\n\n2022-09-09\nhttps://github.com/Geequlim/ECMAScript/issues/131#issuecomment-1241570998 Javascript update.\nhttps://github.com/fire/ewbik Collaborated with Eron and Lyuma. Worked on the design of EWBIK bone weights and bone priority. Worked on the different bone rolls vs silhouette problem in regular 3d formats versus VRM which has a identity bone roll. (Use the original bone and then parent the change to be in ewbik bone roll.) Made the EWBIK solve less jello. Also discussion using kusudama constraints in Godot Engine core."
+ "text": "Restore fix-save-as-binary so we can export projects\nRestore elixir shared branch so we can run godot in elixir\nPoked ludwig about diffusion net for machine learning training."
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- "text": "https://github.com/V-Sekai/godot-seurat is dependent on being able to fetch 16 bit float buffers https://github.com/godotengine/godot/issues/54122#issuecomment-1140414946.\n\n\n\n\nInvestigated technical art via breaking apart the cafe\nInvestigated DagAmendment for brush based refinement of csg shapes.\n\n\n\n\n\nCharacters now load but the pose is incorrect.\nMaps load from a new sdk uploader.\nThe content picker is bad and ugly but usable to pick maps to host and choose avatars.\nThe server sees all clients but the clients only see the server and not each other.\nThe vr pose is incorrect but you can see the error so it hasn’t catastrophically exploded.\n\n\n\n\nimage\n\n\n\n\n\nCompleted a first stage EWBIK inverse kinematics solver to the stage one which solves but doesn’t have constraints."
+ "text": "FBX2GLTF and Blender importers are merged."
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+ "text": "iFire\n\nMade a bug report for Blender exported animation to gltf with @RockyMadio https://github.com/KhronosGroup/glTF-Blender-IO/issues/1613 GitHub"
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- "text": "Investigated technical art via breaking apart the cafe\nInvestigated DagAmendment for brush based refinement of csg shapes."
+ "text": "V-Sekai Changelog - 2022-12\nThis is the changelog for December 2022.\n\n\n2022-12-05\nRestored AEC3 to speech for echo cancellation.\n\n\n2022-12-06\nSome reorganization of the the V-Sekai-game issues and the proposal repository to move bugs to V-Sekai-game and enhancements to the proposal repository. Organized the issues and put some videos for some of them. The Japanese tokyo world bug with the 30 second lag between load was funny.\nMoved enhancements to https://github.com/V-Sekai/V-Sekai.github.io and bugs to https://github.com/V-Sekai/v-sekai-game/issues.\nGodot Speech now includes echo cancellation using WebRTC AEC3. Thanks iFire for adding it and getting it building. (some of the builds had issues but they should be resolved) .\n\n\n2022-12-12\nMMMaellon updated the V-Sekai game fov to 70.\nLyuma — Today at 00:34\nWe had an animation meeting with people in the Godot rocketchat.\nWe went through the issues in this list: https://docs.google.com/spreadsheets/d/16Al_PUHAUJE0S3XXtBpmA6MQIA_9sx57BXEisW1EAB0/edit#gid=0 Google Docs (Saracen / Lyuma / Fire / Tokage) A list of open issues/bugs/PRs th…\nPretty excited about some of these changes if they can get merged, especially the ability to extend and override AnimationNode classes, such as from a GDExtension plugin\nWe agreed to punt SkeletonModificationStack3D until 4.1. I think we will remove it from 4.0 because it is very buggy in its present state and there is not enough time to develop a good system for IK\n\n\n2022-12-15\n\n\n\noblique clipping plane for screenspace mirrors\n\n\n<Lyuma> Engine patch: https://github.com/V-Sekai/godot/tree/override_projection VR Demo branch based on Saracen’s code: https://github.com/V-Sekai/avatar_vr_demo/tree/screenspace_mirror It’s missing some of the newer changes but anyway that’s what I have."
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- "text": "Characters now load but the pose is incorrect.\nMaps load from a new sdk uploader.\nThe content picker is bad and ugly but usable to pick maps to host and choose avatars.\nThe server sees all clients but the clients only see the server and not each other.\nThe vr pose is incorrect but you can see the error so it hasn’t catastrophically exploded.\n\n\n\n\nimage"
+ "text": "Lyuma — 01/10/2022 I have pushed internal and external resource whitelisting at the ResrouceLoader (ResourceFormatLoaderBinary) level as a Godot engine patch.\n\nHere’s an example of what gets printed when the above script with OS.alert() attempts to be loaded\nERROR: user://asset_cache/81dd12d03686\n0a08faba06a1b47a3a29.scn:Resource of unrecognized type in file: GDScript.\n at: load (core/io/resource_format_binary.cpp:789)\nERROR: Failed loading resource: user://asset_cache/81dd12d036860a08faba06a1b47a3a29.scn. Make sure resources have been imported by opening the project in the editor at least once.\nNote that I was forced to rebase to the latest build which includes the new build system (target=editor) most of the code I changed is in the private gitlab repo. once things stabilize and we get the build system up and running again, next step is to publish the remainder of the code on github\n\ngroups-4.x (and staging) were updated to latest. I attempted to update GoCD, but it’s a bit of a yolo merge, since a few pieces all had to be updated at once due to new scons target=editor argument we need to follow https://ci.v-sekai.cloud/ (log in as guest) and test the release builds\n\n\nexport builds are being created again with the new scons naming scheme. They seem to work on linux (steam deck) at least. Don’t have access to a windows machine right now\n\n\n\n\nhttps://github.com/v-sekai/v-sekai-game is released as fully opensource.\n\n\n\n\niFire (he, him) — Today at 16:33 https://github.com/V-Sekai/v-sekai-game/pull/5 added caching to reduce doing nothing builds from 2 hours to 10 minutes ish\n\nNew contributors this week:\n@Malek Awesome for being around 🐱. Contributed to designs and cheering us when we succeed. Fixed the issue with the ci/cd with the recurse submodules. Too much to list!\n@gamethecupdog Helped us figured out some problems with AMD vr and V-sekai. We debugged the AMD VR launch issues and talked about fixing the vignette settings in the ui https://github.com/V-Sekai/V-Sekai.github.io/issues/378\n@meowses For supporting us and watching our presentation.\n@Kosyne For starting a topic about onboarding and our short term and long term planning.\n@! [P1-D3] Samuel Martin @Mr_Squarepeg Thanks for hanging out on Sunday, we chatted about V-Sekai and played a bit of ZeroK.\n\n\n\niFire (he, him) — Today at 12:34 Turned off the mesh mirror mode for avatars because of playtesting confusion.\nLyuma — Today at 13:04 makes sense. at some point we can add a mirror, and we need a map aligned at the right place, or a script added to maps which define where the ““mirrors”” are (there can be more than one since it’s just duplicating meshes which is cool)\niFire (he, him) — Today at 14:47 I added https://github.com/TokageItLab/realtime_retarget to V-Sekai’s godot engine c++ modules. Please test, @トカゲ is looking for feedback.\ntefusion’s gdextension addon https://github.com/tefusion/godot-subdiv is now published. https://godotengine.org/asset-library/asset/1488\niFire reorganized the development documentation site.\niFire is working on a bullet train kinetic novel https://github.com/V-Sekai-fire/INK_bullet_train world.\n\n\n\nUpdated this website to remove the left sidebar. Added headers to decisions and the changelog.\n\n\n\nGodot Engine proposal meeting rejected setting float=64 as default. However official 64 bit builds have interest.\n\n\n\nEarly morning discussion with guillefix, lyuma and fire.\nFeature requests from the community:\n\ndesktop capture\navatar ik\nquest support\n3d node graph system\nin-game content creation\nwasm for game scripting\n\n\n\n\nMeeting between betalars, fire, lyuma, jeana and others about usability in 3d games, convention application and V-Sekai.\n\n\n\n\n\n\nbetalars is working on making Chaos Computer Club more accessible.\nThere has been development to create an online-platform for Chaos Communication Congress using Godot\nIt is planned to be deployed in browser, limiting it to Godot 3 for now\nRealistically, the Congress Experience software will not be production-ready before Godot4, so starting with Godot 3 only sets us up for tech-debt and also makes cooperation with V-sekai impossible, so it was the wrong decision originally and is now being reverted.\nBased on limited contributors and also limited time, a Prototype in Godot 3 has been scrapped and betalars reached out to the V-Sekai team for some collaboration and humble contributions\n\n\n\n\n\nMilas needs to write a masters thesis on accessibility-driven Game-Development\nAt the end of December of each year, CCC holds a big conference, this year it is going to be a decentralized bunch of small-scale events due to the pandemic\niFire wants to be able to present meaningful progress by march 2023\n\n\n\n\n\nPretty much all goals align …\n\nMake it FOSS\nAllow for player interaction and expression in an online space\nMake 3D-level building accessible for players\nUse Godot Engine\nEncourage for tinkering and hacking (of the white-hat variety of course)\n\n… except for the fact, that online-chaos was developed for desktop browsers and not VR-Devices\nV-Sekai is engineering-driven and lacks in UX and Design, which betalars has more knowledge in, so there is potential for synergy\nIf this collaboration is successful, it would introduce the project into a big community of developers, some of which will be happy to contribute further code\n\n\n\n\n\nGetting distracted by shiny things\nThere’s currently limited interest in the chaos community at large and Betalars is still pretty junior in experience despite leading the effort of building an online-world\n\n\n\n\n\nAccessibility\n\nV-Sekai is interested in this subject, there’s an argument to be had, that XR has great potential for people with disabilities\n\nNot having to leave their flat for social interaction is a plus\nBeing able to choose to be stealth with a bodily disability\nMore intuitive controls with tracking\nHand tracking can be used for signing.\n\nEven for for visually impaired people, there are options to interact\nButtons\n\nRumble\nSound Feedback\nThere’s a lot of potential for work and research here, that would also benefit the godot-community by add-on development\n\n… and maybe by politely asking for some vital accessibility features to be pushed upstream\nConcrete Projects are:\n\nSubtitles\nIntroducing a Layer for alternate text / screen-reader Label3D\n\n\nLevel Generation\n\nCurrently there is a lot of interest in the community on this subject, as NeosVR, a project with great level-building UX, has been frozen\nGodot has a solid 3D-Level generator, that can be used by “power-users” to create 3D-Scenes\nExpanding its feature set could benefit the Godot Engine Community at large\nThere’s the need for intuitive tools for the average user to create cool stuff in 3D\n\nVoxel-Editors are a great first step, as they are an intuitive tool for blocking out 3D-shapes\nVoxel Editors can be extended with\n“Smart Voxel objects”, that can generate stuff like staircases, roofs, fences etc, that are a pain to block out within the voxel grid (and expanding the voxel grid)\n\n3D-Generators, that based on the existing mesh can build plants for instance\nConvenient Prop-Placement\n\n\n\nLevel Generation References\n\nEverQuest Next Landmark - Detail building tools\nCloud Gardens, a relaxing level building game\nDreams\ncrocotile3d.com\nMinecraft\n\nAI-Assisted Level Generation will probably also be a thing soon\nDesigning fun player-interaction Concepts\n\nBetalars would like to work on it, but it is hard\n\nMaking pretty Characters\n\nBetalars has been working on a sims-style character generator\nCurrent state can be found on gitlab\n\nHopefully will also benefit Godot Engine community\n\n\nDeveloping a Tablet-Mode for V-Sekai\n\nThere has been effort put into creating a Non-VR interaction mode\nCurrently it is pretty janky and not thought through\nBetalars would like to improve this\n\nFire’s V-Sekai priorities:\n\na better setting to be in\ncommunications between at least two people\nbetter character motion via constraints, spring bones, and animations\nbetter character models (betalars has a character creation system that they already developed as possible collaboration points)\n\n\n\n\n\ngithub.com/omigroup/ux-research\nThis is the new repo for the recently formed UX Research group in OMI. Check back weekly for updates on this repo and how to get involved. - GitHub - omigroup/ux-research: This is a new working group for OMIGroup\n\n\n\n\nMmmaellon’s work requires him to build an XR app using AWS Services. He wants to use that opportunity to make something that allows players to build maps collaboratively.\n\n\n\nASTC work for mobile gpu textures work."
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- "text": "Completed a first stage EWBIK inverse kinematics solver to the stage one which solves but doesn’t have constraints."
+ "text": "Lyuma — 01/10/2022 I have pushed internal and external resource whitelisting at the ResrouceLoader (ResourceFormatLoaderBinary) level as a Godot engine patch.\n\nHere’s an example of what gets printed when the above script with OS.alert() attempts to be loaded\nERROR: user://asset_cache/81dd12d03686\n0a08faba06a1b47a3a29.scn:Resource of unrecognized type in file: GDScript.\n at: load (core/io/resource_format_binary.cpp:789)\nERROR: Failed loading resource: user://asset_cache/81dd12d036860a08faba06a1b47a3a29.scn. Make sure resources have been imported by opening the project in the editor at least once.\nNote that I was forced to rebase to the latest build which includes the new build system (target=editor) most of the code I changed is in the private gitlab repo. once things stabilize and we get the build system up and running again, next step is to publish the remainder of the code on github\n\ngroups-4.x (and staging) were updated to latest. I attempted to update GoCD, but it’s a bit of a yolo merge, since a few pieces all had to be updated at once due to new scons target=editor argument we need to follow https://ci.v-sekai.cloud/ (log in as guest) and test the release builds\n\n\nexport builds are being created again with the new scons naming scheme. They seem to work on linux (steam deck) at least. Don’t have access to a windows machine right now"
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- "text": "iFire — Today at 07:38 Openxr is merged into Godot Engine master!\nLyuma — Today at 16:13\nOVR Advanced Settings 5.4.0 is released with OpenXR playspace moving support (for devices connected via SteamVR):\nhttps://user-images.githubusercontent.com/32321/155451982-8d21ca07-0178-4314-a4f2-8de56c275fa3.png\n\n\n\nトカゲ — 10:28 We discussed with reduz implementation of retargeting for about 8 hours\nLyuma — 14:02 if anyone’s interested, you can read RocketChat from a browser: https://chat.godotengine.org/channel/animation?msg=JYqzF7xviTbh5zbmm\n\n\n\nFire moved multiple projects issues to https://github.com/V-Sekai/V-Sekai/issues.\n\n\n\nLyuma changed RenIK to use set_bone_local_pose_override, and “hacked” skeleton’s transform to keep it centered on the hips, fixing the avatar disappearing when far from origin.\n\n\n\nWe made a lot of progress yesterday: getting closer to OpenXR integration; fixed some issues with avatar uploading; and progress with WasGo, including the ability to create a Godot Callable which directly represents a WASM function\n\n\n\nMoved fire’s project notes to V-Sekai/V-sekai issues.\nCurl has been postponed.\nCvtt bc6, bc7 texture compression speedup by reducing quality has been merged. Updating groups.\n\n\n\nWasgo go! Restored wasgo wasm execution."
+ "text": "https://github.com/v-sekai/v-sekai-game is released as fully opensource."
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- "text": "iFire — Today at 07:38 Openxr is merged into Godot Engine master!\nLyuma — Today at 16:13\nOVR Advanced Settings 5.4.0 is released with OpenXR playspace moving support (for devices connected via SteamVR):\nhttps://user-images.githubusercontent.com/32321/155451982-8d21ca07-0178-4314-a4f2-8de56c275fa3.png"
+ "text": "iFire (he, him) — Today at 16:33 https://github.com/V-Sekai/v-sekai-game/pull/5 added caching to reduce doing nothing builds from 2 hours to 10 minutes ish\n\nNew contributors this week:\n@Malek Awesome for being around 🐱. Contributed to designs and cheering us when we succeed. Fixed the issue with the ci/cd with the recurse submodules. Too much to list!\n@gamethecupdog Helped us figured out some problems with AMD vr and V-sekai. We debugged the AMD VR launch issues and talked about fixing the vignette settings in the ui https://github.com/V-Sekai/V-Sekai.github.io/issues/378\n@meowses For supporting us and watching our presentation.\n@Kosyne For starting a topic about onboarding and our short term and long term planning.\n@! [P1-D3] Samuel Martin @Mr_Squarepeg Thanks for hanging out on Sunday, we chatted about V-Sekai and played a bit of ZeroK."
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- "text": "トカゲ — 10:28 We discussed with reduz implementation of retargeting for about 8 hours\nLyuma — 14:02 if anyone’s interested, you can read RocketChat from a browser: https://chat.godotengine.org/channel/animation?msg=JYqzF7xviTbh5zbmm"
+ "text": "iFire (he, him) — Today at 12:34 Turned off the mesh mirror mode for avatars because of playtesting confusion.\nLyuma — Today at 13:04 makes sense. at some point we can add a mirror, and we need a map aligned at the right place, or a script added to maps which define where the ““mirrors”” are (there can be more than one since it’s just duplicating meshes which is cool)\niFire (he, him) — Today at 14:47 I added https://github.com/TokageItLab/realtime_retarget to V-Sekai’s godot engine c++ modules. Please test, @トカゲ is looking for feedback.\ntefusion’s gdextension addon https://github.com/tefusion/godot-subdiv is now published. https://godotengine.org/asset-library/asset/1488\niFire reorganized the development documentation site.\niFire is working on a bullet train kinetic novel https://github.com/V-Sekai-fire/INK_bullet_train world."
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- "text": "Fire moved multiple projects issues to https://github.com/V-Sekai/V-Sekai/issues."
+ "text": "Updated this website to remove the left sidebar. Added headers to decisions and the changelog."
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- "text": "Lyuma changed RenIK to use set_bone_local_pose_override, and “hacked” skeleton’s transform to keep it centered on the hips, fixing the avatar disappearing when far from origin."
+ "text": "Godot Engine proposal meeting rejected setting float=64 as default. However official 64 bit builds have interest."
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- "text": "We made a lot of progress yesterday: getting closer to OpenXR integration; fixed some issues with avatar uploading; and progress with WasGo, including the ability to create a Godot Callable which directly represents a WASM function"
+ "text": "Early morning discussion with guillefix, lyuma and fire.\nFeature requests from the community:\n\ndesktop capture\navatar ik\nquest support\n3d node graph system\nin-game content creation\nwasm for game scripting"
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- "text": "Moved fire’s project notes to V-Sekai/V-sekai issues.\nCurl has been postponed.\nCvtt bc6, bc7 texture compression speedup by reducing quality has been merged. Updating groups."
+ "text": "Meeting between betalars, fire, lyuma, jeana and others about usability in 3d games, convention application and V-Sekai."
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- "text": "Wasgo go! Restored wasgo wasm execution."
+ "text": "betalars is working on making Chaos Computer Club more accessible.\nThere has been development to create an online-platform for Chaos Communication Congress using Godot\nIt is planned to be deployed in browser, limiting it to Godot 3 for now\nRealistically, the Congress Experience software will not be production-ready before Godot4, so starting with Godot 3 only sets us up for tech-debt and also makes cooperation with V-sekai impossible, so it was the wrong decision originally and is now being reverted.\nBased on limited contributors and also limited time, a Prototype in Godot 3 has been scrapped and betalars reached out to the V-Sekai team for some collaboration and humble contributions\n\n\n\n\n\nMilas needs to write a masters thesis on accessibility-driven Game-Development\nAt the end of December of each year, CCC holds a big conference, this year it is going to be a decentralized bunch of small-scale events due to the pandemic\niFire wants to be able to present meaningful progress by march 2023\n\n\n\n\n\nPretty much all goals align …\n\nMake it FOSS\nAllow for player interaction and expression in an online space\nMake 3D-level building accessible for players\nUse Godot Engine\nEncourage for tinkering and hacking (of the white-hat variety of course)\n\n… except for the fact, that online-chaos was developed for desktop browsers and not VR-Devices\nV-Sekai is engineering-driven and lacks in UX and Design, which betalars has more knowledge in, so there is potential for synergy\nIf this collaboration is successful, it would introduce the project into a big community of developers, some of which will be happy to contribute further code\n\n\n\n\n\nGetting distracted by shiny things\nThere’s currently limited interest in the chaos community at large and Betalars is still pretty junior in experience despite leading the effort of building an online-world\n\n\n\n\n\nAccessibility\n\nV-Sekai is interested in this subject, there’s an argument to be had, that XR has great potential for people with disabilities\n\nNot having to leave their flat for social interaction is a plus\nBeing able to choose to be stealth with a bodily disability\nMore intuitive controls with tracking\nHand tracking can be used for signing.\n\nEven for for visually impaired people, there are options to interact\nButtons\n\nRumble\nSound Feedback\nThere’s a lot of potential for work and research here, that would also benefit the godot-community by add-on development\n\n… and maybe by politely asking for some vital accessibility features to be pushed upstream\nConcrete Projects are:\n\nSubtitles\nIntroducing a Layer for alternate text / screen-reader Label3D\n\n\nLevel Generation\n\nCurrently there is a lot of interest in the community on this subject, as NeosVR, a project with great level-building UX, has been frozen\nGodot has a solid 3D-Level generator, that can be used by “power-users” to create 3D-Scenes\nExpanding its feature set could benefit the Godot Engine Community at large\nThere’s the need for intuitive tools for the average user to create cool stuff in 3D\n\nVoxel-Editors are a great first step, as they are an intuitive tool for blocking out 3D-shapes\nVoxel Editors can be extended with\n“Smart Voxel objects”, that can generate stuff like staircases, roofs, fences etc, that are a pain to block out within the voxel grid (and expanding the voxel grid)\n\n3D-Generators, that based on the existing mesh can build plants for instance\nConvenient Prop-Placement\n\n\n\nLevel Generation References\n\nEverQuest Next Landmark - Detail building tools\nCloud Gardens, a relaxing level building game\nDreams\ncrocotile3d.com\nMinecraft\n\nAI-Assisted Level Generation will probably also be a thing soon\nDesigning fun player-interaction Concepts\n\nBetalars would like to work on it, but it is hard\n\nMaking pretty Characters\n\nBetalars has been working on a sims-style character generator\nCurrent state can be found on gitlab\n\nHopefully will also benefit Godot Engine community\n\n\nDeveloping a Tablet-Mode for V-Sekai\n\nThere has been effort put into creating a Non-VR interaction mode\nCurrently it is pretty janky and not thought through\nBetalars would like to improve this\n\nFire’s V-Sekai priorities:\n\na better setting to be in\ncommunications between at least two people\nbetter character motion via constraints, spring bones, and animations\nbetter character models (betalars has a character creation system that they already developed as possible collaboration points)\n\n\n\n\n\ngithub.com/omigroup/ux-research\nThis is the new repo for the recently formed UX Research group in OMI. Check back weekly for updates on this repo and how to get involved. - GitHub - omigroup/ux-research: This is a new working group for OMIGroup"
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+ "text": "Mmmaellon’s work requires him to build an XR app using AWS Services. He wants to use that opportunity to make something that allows players to build maps collaboratively."
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+ "text": "ASTC work for mobile gpu textures work."
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- "text": "Not applicable for this month.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity. (Commit: d641001)\n\nThis project does not adhere to Semantic Versioning."
+ "text": "Updated this v-sekai.github.io website.\n\n\n\n\nHad a meeting with Lyuma, Fire, Sarcen, Silent and MMMaellon about the V-Sekai project.\nResolved apply style patches to 3d-audio.\nMake V-Sekai film tests with the new Godot Engine movie maker feature.\n\n\n\n\n\n\nFire collaborated on godot-snappy for object snapping https://github.com/jgillich/godot-snappy\nTry to integrate manifold again.\n\n\n\n\nhttps://gitlab.com/bramw/baserow/-/issues/998 Spent some documenting the baserow io system on Digital Ocean used to store in-progress art assets, data from research and 3d galleries.\nDonated research on avatar generation to the MIT-licensed project at https://github.com/AtlasFoundation/OpenCharacterCreator As part of: lightweight-quality-avatars\n\n\n\n\nLyuma uncommented some code in vsk_avatar/ik_space.gd to create IK tracking points on the server, to enable IK sync via server. TL;DR (Other peers can see other peers while connected to a server.)\nServer sync issue removed from todo list.\n\n\n\n\n\n\n\n\n\n\nid\nName\nNotes\nActive\n\n\n\n\n24\nVR smooth locomotion.\n\nTrue\n\n\n24\nVR smooth locomotion with blackout.\n\nTrue\n\n\n5\nGrab an object.\n\nTrue\n\n\n17\nSupport large uploads to the content distribution network.\n\nTrue\n\n\n19\nMake a video of entering the world and grabbing objects.\n\nTrue\n\n\n\nTrialing a fix for issue of SDFGI on VR. Was poor. Had to backout branch."
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+ "text": "Updated this v-sekai.github.io website.\n\n\n\n\nHad a meeting with Lyuma, Fire, Sarcen, Silent and MMMaellon about the V-Sekai project.\nResolved apply style patches to 3d-audio.\nMake V-Sekai film tests with the new Godot Engine movie maker feature."
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- "text": "Experimental (🧪): This stage is for features still being tested and may not be stable.\nFeature complete (🎯): This stage is for features with all planned functionality implemented.\nBeta (🚧): This stage is for essentially complete features that may still have bugs.\nGeneral release (🚀): This stage is for features that have been thoroughly tested and are now released.\n\n\n\n\n🚀 V-Sekai discord onboarding is now enabled.\n🧪 Updated godot-sandbox json_diff_sample cmake sample\n🧪 Updated godot-sandbox weight transfer sample\n🧪 Prototype a repository for visual anomaly detection with Anomalib. V-Sekai-fire/godot-visual-anomaly-detection\n🚧 ifiregames.itch.io/godot-motion-matching\n🧪 V-Sekai/world-editor\n🚀 Ughuuu/gdextension-to-module\n🚀 Walk the Dog is a vector-quantized periodic autoencoder. Walk the Dog is now MIT-licensed open source. It learns a disconnected 1D phase manifold that aligns motion regardless of morphologies while requiring no paired data or any joint correspondence PeizhuoLi/walk-the-dog\n🚀 Submitted an update to Godot-VRM version 2.1.0, adding much-needed support for Godot 4.3 SkeletonModifier3D, an import (or runtime) option to adjust the head hiding method, and several bug fixes. It will be released on the asset library when approved, likely next week, but it can be downloaded from GitHub. Known issues: Node constraints are still imported incorrectly because they are not adjusted for rotated bones during retargeting. Newer VRM features, such as VRMA animation, still need support.\n🎯 https://github.com/V-Sekai/world-godot and https://github.com/V-Sekai/world-kit are now the new repository of Godot Engine and the world kit.\n\n\n\n\n\n\n\n🎯 Godot Lottie for animated vector graphics is ready to be merged into Godot Master.\n🚀 Godot Manifold for mesh add, mesh subtraction and mesh overlap is merged in Godot Master 4.4.\n🧪 Animation Node was merged in godot motion matching.\n\n🧪 Assist with Add animation node extension godot engine patch for animation node gdextensions.\n🧪 Designing Motion Matching as an animation node\n\n🧪 Godot cpp as C++ module: Dragos shows us a photo of godot-sandbox as a C++ module.\n\n🧪 We made a way to compile all gdextensions as a C++ module by extending GDExtensionLoader. Ughuuu/gdextension-to-module\n\n🧪 Uploaded a new godot vrm for motion matching web demo. Now, with debugging gizmos. View Demo\n🧪 Found research on transpiling GDScript to Godot Engine C++ with tailcalls as jumps. Read More | ACM1 | ACM2 | Hacker News Discussion\n🎯 1% runtime improvement with lod rendering in Godot Engine Rewrite index optimization code for maximum efficiency\n🧪 Provide VRM exports with humanizer\n\n\n\n\n\n🚧 Steam audio runs in standalone mode for PC, and nothing technical stops it from running on the Android Quest 3 after the Godot Engine feature enhancement was merged last week. stechyo/godot-steam-audio\n🎯 Vulkan pose Movenet estimation demo now runs on IREE.gd. iree-gd/iree.gd\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNo one wants to work on our game because it’s a fork of the godot engine -> we made a godot-sandbox as a gdextension.\nI must learn to hyper-scale godot networking -> greater than 25 players. Shared databases in the cloud are not good. Authoritative ownership schemes are ok.\n\nWe need things to do -> Begin a metro transit hub system that connects the world."
+ "text": "Fire collaborated on godot-snappy for object snapping https://github.com/jgillich/godot-snappy\nTry to integrate manifold again."
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- "text": "🚀 V-Sekai discord onboarding is now enabled.\n🧪 Updated godot-sandbox json_diff_sample cmake sample\n🧪 Updated godot-sandbox weight transfer sample\n🧪 Prototype a repository for visual anomaly detection with Anomalib. V-Sekai-fire/godot-visual-anomaly-detection\n🚧 ifiregames.itch.io/godot-motion-matching\n🧪 V-Sekai/world-editor\n🚀 Ughuuu/gdextension-to-module\n🚀 Walk the Dog is a vector-quantized periodic autoencoder. Walk the Dog is now MIT-licensed open source. It learns a disconnected 1D phase manifold that aligns motion regardless of morphologies while requiring no paired data or any joint correspondence PeizhuoLi/walk-the-dog\n🚀 Submitted an update to Godot-VRM version 2.1.0, adding much-needed support for Godot 4.3 SkeletonModifier3D, an import (or runtime) option to adjust the head hiding method, and several bug fixes. It will be released on the asset library when approved, likely next week, but it can be downloaded from GitHub. Known issues: Node constraints are still imported incorrectly because they are not adjusted for rotated bones during retargeting. Newer VRM features, such as VRMA animation, still need support.\n🎯 https://github.com/V-Sekai/world-godot and https://github.com/V-Sekai/world-kit are now the new repository of Godot Engine and the world kit."
+ "text": "https://gitlab.com/bramw/baserow/-/issues/998 Spent some documenting the baserow io system on Digital Ocean used to store in-progress art assets, data from research and 3d galleries.\nDonated research on avatar generation to the MIT-licensed project at https://github.com/AtlasFoundation/OpenCharacterCreator As part of: lightweight-quality-avatars"
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- "text": "🎯 Godot Lottie for animated vector graphics is ready to be merged into Godot Master.\n🚀 Godot Manifold for mesh add, mesh subtraction and mesh overlap is merged in Godot Master 4.4.\n🧪 Animation Node was merged in godot motion matching.\n\n🧪 Assist with Add animation node extension godot engine patch for animation node gdextensions.\n🧪 Designing Motion Matching as an animation node\n\n🧪 Godot cpp as C++ module: Dragos shows us a photo of godot-sandbox as a C++ module.\n\n🧪 We made a way to compile all gdextensions as a C++ module by extending GDExtensionLoader. Ughuuu/gdextension-to-module\n\n🧪 Uploaded a new godot vrm for motion matching web demo. Now, with debugging gizmos. View Demo\n🧪 Found research on transpiling GDScript to Godot Engine C++ with tailcalls as jumps. Read More | ACM1 | ACM2 | Hacker News Discussion\n🎯 1% runtime improvement with lod rendering in Godot Engine Rewrite index optimization code for maximum efficiency\n🧪 Provide VRM exports with humanizer\n\n\n\n\n\n🚧 Steam audio runs in standalone mode for PC, and nothing technical stops it from running on the Android Quest 3 after the Godot Engine feature enhancement was merged last week. stechyo/godot-steam-audio\n🎯 Vulkan pose Movenet estimation demo now runs on IREE.gd. iree-gd/iree.gd\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning."
+ "text": "Lyuma uncommented some code in vsk_avatar/ik_space.gd to create IK tracking points on the server, to enable IK sync via server. TL;DR (Other peers can see other peers while connected to a server.)\nServer sync issue removed from todo list.\n\n\n\n\n\n\n\n\n\n\nid\nName\nNotes\nActive\n\n\n\n\n24\nVR smooth locomotion.\n\nTrue\n\n\n24\nVR smooth locomotion with blackout.\n\nTrue\n\n\n5\nGrab an object.\n\nTrue\n\n\n17\nSupport large uploads to the content distribution network.\n\nTrue\n\n\n19\nMake a video of entering the world and grabbing objects.\n\nTrue\n\n\n\nTrialing a fix for issue of SDFGI on VR. Was poor. Had to backout branch."
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+ "text": "v-sekai-game-bug\n\n\n\n\n\nopenxr_showing\n\n\nRestored V-Sekai-Game home.\nWorked on EWBIK as a git branch.\n\n\n\nGame releases are working again.\n\n\n\nV-Sekai-game Player spawning should be working again (see their name tag at least). There’s an issue with the default sky_celebration map caused by “TestEntity” which has scene_file_path==“” and that breaks the validation logic, preventing the player from spawning, and most default maps don’t work. You need to use Mobile Dragon Shop (very dark) or Tokyo Map\nNote that avatars are currently not working. I think I’m getting closer to identifying where the validation is causing trouble.\n\n\nWe are working on a v2 of the network architecture based on Godot’s network spawn & sync system, so a lot of the code I’m editing right now is kind of legacy at this point. The new network implementation should drastically simplify the code and eliminate dozens of complex GDScript files from being needed. I still want to get this demo stable, since we will still be using the player controller and avatar loader from it\n\n\n\nVSK Tokyo Map\n\n\nThe new v2 network demo can be found at https://github.com/V-Sekai/net_demo if you’re curious. There’s no VR support planned for net_demo, but it should serve as a strong foundation going forward.\nAvatars should show up again. There was some code mistake that triggered only when the default “mirror” was disabled and caused avatars not to instantiate, but I didn’t notice because I had turned it on in my checkout\nI also fixed the default sky celebration map\nAvatar bone rotations are currently broken with this setup. Seems like the head always faces a certain direction:\n\n\n\nAvatar bone rotations are broken"
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- "text": "No one wants to work on our game because it’s a fork of the godot engine -> we made a godot-sandbox as a gdextension.\nI must learn to hyper-scale godot networking -> greater than 25 players. Shared databases in the cloud are not good. Authoritative ownership schemes are ok.\n\nWe need things to do -> Begin a metro transit hub system that connects the world."
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- "text": "Experimental (🧪): This stage is for features that are still being tested and may not be stable.\nFeature complete (🎯): This stage is for features that have all planned functionality implemented.\nBeta (🚧): This stage is for features that are largely complete but may still have bugs.\nGeneral release (🚀): This stage is for features that have been fully tested and are now released.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\n\n\nWork in progress with humanoid muscle encoding to/from quaternion. We can use this in the future for more efficient network serialization (similar to ShaderMotion’s format, or networked IK)\nSome progress on CDN code to make it a bit more reliable and engineered. It supports both gltf and godot scene format.\nfire and fwsGonzo have been working hard on godot-sandbox, a scripting system which allows you to write C++ code which acts like GDScript, via a sandboxed risc-v VM\nIn terms of engine features, typed dictionaries are in! https://godotengine.org/article/dev-snapshot-godot-4-4-dev-2/ That said, code which uses typed dictionaries will be incompatible with Godot 4.3 and earlier.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
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+ "text": "V-Sekai-game Player spawning should be working again (see their name tag at least). There’s an issue with the default sky_celebration map caused by “TestEntity” which has scene_file_path==“” and that breaks the validation logic, preventing the player from spawning, and most default maps don’t work. You need to use Mobile Dragon Shop (very dark) or Tokyo Map\nNote that avatars are currently not working. I think I’m getting closer to identifying where the validation is causing trouble.\n\n\nWe are working on a v2 of the network architecture based on Godot’s network spawn & sync system, so a lot of the code I’m editing right now is kind of legacy at this point. The new network implementation should drastically simplify the code and eliminate dozens of complex GDScript files from being needed. I still want to get this demo stable, since we will still be using the player controller and avatar loader from it\n\n\n\nVSK Tokyo Map\n\n\nThe new v2 network demo can be found at https://github.com/V-Sekai/net_demo if you’re curious. There’s no VR support planned for net_demo, but it should serve as a strong foundation going forward.\nAvatars should show up again. There was some code mistake that triggered only when the default “mirror” was disabled and caused avatars not to instantiate, but I didn’t notice because I had turned it on in my checkout\nI also fixed the default sky celebration map\nAvatar bone rotations are currently broken with this setup. Seems like the head always faces a certain direction:\n\n\n\nAvatar bone rotations are broken"
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- "text": "Work in progress with humanoid muscle encoding to/from quaternion. We can use this in the future for more efficient network serialization (similar to ShaderMotion’s format, or networked IK)\nSome progress on CDN code to make it a bit more reliable and engineered. It supports both gltf and godot scene format.\nfire and fwsGonzo have been working hard on godot-sandbox, a scripting system which allows you to write C++ code which acts like GDScript, via a sandboxed risc-v VM\nIn terms of engine features, typed dictionaries are in! https://godotengine.org/article/dev-snapshot-godot-4-4-dev-2/ That said, code which uses typed dictionaries will be incompatible with Godot 4.3 and earlier.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning."
+ "text": "Not applicable for this month.\n\n\n\n\n\n\n\nUFBX Importer: Merged into Godot Engine master for version 4.3.\nUnidot Spring Bones: Spring bones now import with Unidot Importer! It’s compatible with various popular formats and supports all features of the vrm spring bone script. Currently no advanced features like axis locks or inside colliders. While the vrm script supports curves, Unity curve sampling has not been implemented yet, so each bone in the chain imports with a constant value.\ngodot-vrm: An update to godot-vrm on git has been pushed to make it easier and more straightforward to edit spring bones in the inspector.\nUnidot: A lot of bugfixes have been made to the VRM import/export, unidot import pipeline, and springbone support. It’s becoming a lot easier to import a set of assets from unitypackage including booth outfits, attach them, and then export a VRM with functional spring bones!\nGodot FBX Importer: ArchVizPro volume 6 imported with ufbx. The importer is exceptionally good, and during testing it appears to perfectly replicate the result obtained in the autodesk SDK. This means Unidot in Godot 4.3 will be able to import directly to fbx out of the box without having to go through gltf!\ngodot-whisper: Added support for real-time audio transcription within the Godot Engine, which includes enhanced compatibility for the Metal API on Apple devices and improved threading performance. (Commit: 2d85a0e update)\ngodot-steamaudio: Updated the Steam Audio integration by refactoring the build configuration and audio stream handling process. (Commit: 8f15de1 Refactor build configuration)\n\n\n\n\n\nRemove a V-Sekai-game github release and point to https://saracenone.itch.io/groups-4x\n\n\n\n\n\n2024-02-07: There was a nasty bug involving the springbone gizmo, a node rename, and a Godot bug that would corrupt the node if replace_by was called on an internal node (such as a gizmo) that was leading random meshes to disappear in godot vrm during import. Should be fixed now!\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\n\nNot applicable for this month."
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- "text": "Focused on Unidot and VRM (import pipeline).\nGodot 4.0 bugfixes and animation. Lots of engine dev.\nJuly–Aug spent time working on new CDN downloader and starting to rethink avatar controller.\n\n\n\n\n\nNew networking system committed to v-sekai-game and to a demo repository. It is missing basic features like support for pickup items so we haven’t enabled it yet.\n\n\n\n\n\nJan–Mar focused on FBX support and GDC.\nApr–May focused on updating Unidot to support FBX.\n\n\n\n\n\n\nSince early June, Lyuma started to revisit the incomplete code from 10 months ago. Lyuma is currently working on tracker binding / skeleton calibration (e.g. full body).\n4.3 release was delayed. Lyuma wants to release 4.3-compatible updates to Unidot and VRM.\nLyuma had some difficulties with API integration.\nSome Godot 4.3 bugs are still on Lyuma’s plate.\n\n\n\n\n\nNew in-game UI update. A draft was committed a couple weeks ago but saracen has been away on vacation.\nSaracen has also been working some more on physics sync.\nAPI/backend redesign.\n\n\n\n\n\nIntegration of UI code into game.\nNetwork syncing support of props/objects using the new system.\nIntegration of other game features between avatar_vr_demo (player controller) and v-sekai-game (legacy codebase).\nNew backend so we can reenable registration.\nSome OpenAPI wrapper so we can talk to the new backend.\n\nLyuma thinks we should put more focus on getting something lightweight we can run and play levels in. Lyuma is of half a mind to put more focus into making avatar demo runnable with custom content rather than fully integrating network syncing just so we can get off the ground more easily with content creation."
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- "text": "Since early June, Lyuma started to revisit the incomplete code from 10 months ago. Lyuma is currently working on tracker binding / skeleton calibration (e.g. full body).\n4.3 release was delayed. Lyuma wants to release 4.3-compatible updates to Unidot and VRM.\nLyuma had some difficulties with API integration.\nSome Godot 4.3 bugs are still on Lyuma’s plate."
+ "text": "Experimental (🧪): This stage is for features that are still being tested and may not be stable.\nFeature complete (🎯): This stage is for features that have all planned functionality implemented.\nBeta (🚧): This stage is for features that are largely complete but may still have bugs.\nGeneral release (🚀): This stage is for features that have been fully tested and are now released.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\n\n\n🎯 https://gonzerelli.itch.io/demo - fwsgonzo decided to embed LuaJIT to Godot Sandbox as a proof-of-concept. Touching the first coin will open up a Lua “console” which redirects print() to a TextEdit\n🎯 https://gonzerelli.itch.io/demo - We enabled binary translation for LuaJIT on Godot Sandbox.\n🚀 Installed Discord on the Meta Quest 3 and was able to stream Godot Engine and ecosystem applications.\n🎯 Added a double build of steam audio\n🎯 Steam Audio now works without a custom Godot Engine fork.\n🧪 The VRM Consortium, Inc., the creator and advocate of the VRM 3D avatar file format, which is based on the glTF™ 2.0 open standard, has announced a collaboration with The Khronos Group, the developer of glTF, to advance the international standardization of VRM.\n🚀 Submitted IREE.gd to Awesome-Godot-Scientific\n🧪 Collaboration with GuilhermeGSousa/godot-motion-matching\n🚀 Found opensource animation assets. Useful bases for retargeting and also stylizing motions. O3DE MotionMatching Animation Assets\n🧪 Collaboration with maiself/godot-python-extension\n🧪 Split V-Sekai world into world_editor and world_game\n\n\n\n\n\n🚧 Try to release iree-gd for godot engine 4.3 stable. https://github.com/iree-gd/iree.gd/pull/87\n🧪 Cleanup 3d cage for porting to python. https://github.com/V-Sekai-fire/godot_cage_deformer\n🚧 Updated manifold to remove GLM - https://github.com/godotengine/godot/pull/94321\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
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- "text": "New in-game UI update. A draft was committed a couple weeks ago but saracen has been away on vacation.\nSaracen has also been working some more on physics sync.\nAPI/backend redesign."
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- "text": "Integration of UI code into game.\nNetwork syncing support of props/objects using the new system.\nIntegration of other game features between avatar_vr_demo (player controller) and v-sekai-game (legacy codebase).\nNew backend so we can reenable registration.\nSome OpenAPI wrapper so we can talk to the new backend.\n\nLyuma thinks we should put more focus on getting something lightweight we can run and play levels in. Lyuma is of half a mind to put more focus into making avatar demo runnable with custom content rather than fully integrating network syncing just so we can get off the ground more easily with content creation."
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- "text": "Experimental (🧪): This stage is for features that are still being tested and may not be stable.\nFeature complete (🎯): This stage is for features that have all planned functionality implemented.\nBeta (🚧): This stage is for features that are largely complete but may still have bugs.\nGeneral release (🚀): This stage is for features that have been fully tested and are now released.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nReplaced fabrik ik solver in renik ik character controler with qcp ik solver.\nManifold for Godot Engine CSG ready for review\nWorked on Wasgo for WASM32-CPUs for tooling and runtime user generated code.\nWorked on libriscv loading and executing a hello world function call with a shared object.\nWorked on godot-llama trying to get the new PHI-3 model working. https://github.com/V-Sekai/godot-llama\nWorked on ServerBackend🚫\nWorked on TrollVsGoatTrafficSimulator\nWorked on elaish/manifold for Constructive Solid Geometry\nWorked on Vahera/godot-orchestrator for riscv and a merge for node formatting\nWorked with fwsGonzo/libriscv for riscv. V8 now works.\nWorked on 3D Mesh\n\nTokenized into Sequence of Tokens\nInputted into Transformer Model\nGenerates New Meshes\nModifies Existing Meshes\n\nExperimental Mirrors: Engine Patch 🧪\nExperimental Mirrors: Screenspace 🧪\nMaintained Resource Whitelister 🎯\nMaintained VRM 🎯\nRobust Weight Painting (Experimental 🧪) (iFire)\n\nRelies on Lyuma’s Skeleton Merging Tool\n\nUpdate to Godot Engien 4.3-beta3\n\n\n\n\nUnified Godot Humanoid Skeleton 🚀\nUnidot Unity Package Importer\nFBX 🚧\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
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+ "text": "Not applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\nGDC Demo: We attended the Game Developers Conference (GDC) in San Francisco, California, USA. We demonstrated the capabilities of the Godot Engine on an Android tablet.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
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+ "text": "Not applicable for this month.\n\n\n\n\nWebRTC: Worked on browser and native webrtc interop. https://ifiregames.itch.io/webrtc-native-web-interoperability\nlibgodot: Worked on embedding libgodot to where it doesn’t belong.\ncsg: Update csg in Godot Engine to use Manifold.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning."
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+ "text": "Experimental (🧪): This stage is for features that are still being tested and may not be stable.\nFeature complete (🎯): This stage is for features that have all planned functionality implemented.\nBeta (🚧): This stage is for features that are largely complete but may still have bugs.\nGeneral release (🚀): This stage is for features that have been fully tested and are now released.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nReplaced fabrik ik solver in renik ik character controler with qcp ik solver.\nManifold for Godot Engine CSG ready for review\nWorked on Wasgo for WASM32-CPUs for tooling and runtime user generated code.\nWorked on libriscv loading and executing a hello world function call with a shared object.\nWorked on godot-llama trying to get the new PHI-3 model working. https://github.com/V-Sekai/godot-llama\nWorked on ServerBackend🚫\nWorked on TrollVsGoatTrafficSimulator\nWorked on elaish/manifold for Constructive Solid Geometry\nWorked on Vahera/godot-orchestrator for riscv and a merge for node formatting\nWorked with fwsGonzo/libriscv for riscv. V8 now works.\nWorked on 3D Mesh\n\nTokenized into Sequence of Tokens\nInputted into Transformer Model\nGenerates New Meshes\nModifies Existing Meshes\n\nExperimental Mirrors: Engine Patch 🧪\nExperimental Mirrors: Screenspace 🧪\nMaintained Resource Whitelister 🎯\nMaintained VRM 🎯\nRobust Weight Painting (Experimental 🧪) (iFire)\n\nRelies on Lyuma’s Skeleton Merging Tool\n\nUpdate to Godot Engien 4.3-beta3\n\n\n\n\nUnified Godot Humanoid Skeleton 🚀\nUnidot Unity Package Importer\nFBX 🚧\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
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"text": "Not applicable for this month."
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- "text": "Not applicable for this month.\n\n\n\n\nWebRTC: Worked on browser and native webrtc interop. https://ifiregames.itch.io/webrtc-native-web-interoperability\nlibgodot: Worked on embedding libgodot to where it doesn’t belong.\ncsg: Update csg in Godot Engine to use Manifold.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning."
+ "text": "Focused on Unidot and VRM (import pipeline).\nGodot 4.0 bugfixes and animation. Lots of engine dev.\nJuly–Aug spent time working on new CDN downloader and starting to rethink avatar controller.\n\n\n\n\n\nNew networking system committed to v-sekai-game and to a demo repository. It is missing basic features like support for pickup items so we haven’t enabled it yet.\n\n\n\n\n\nJan–Mar focused on FBX support and GDC.\nApr–May focused on updating Unidot to support FBX.\n\n\n\n\n\n\nSince early June, Lyuma started to revisit the incomplete code from 10 months ago. Lyuma is currently working on tracker binding / skeleton calibration (e.g. full body).\n4.3 release was delayed. Lyuma wants to release 4.3-compatible updates to Unidot and VRM.\nLyuma had some difficulties with API integration.\nSome Godot 4.3 bugs are still on Lyuma’s plate.\n\n\n\n\n\nNew in-game UI update. A draft was committed a couple weeks ago but saracen has been away on vacation.\nSaracen has also been working some more on physics sync.\nAPI/backend redesign.\n\n\n\n\n\nIntegration of UI code into game.\nNetwork syncing support of props/objects using the new system.\nIntegration of other game features between avatar_vr_demo (player controller) and v-sekai-game (legacy codebase).\nNew backend so we can reenable registration.\nSome OpenAPI wrapper so we can talk to the new backend.\n\nLyuma thinks we should put more focus on getting something lightweight we can run and play levels in. Lyuma is of half a mind to put more focus into making avatar demo runnable with custom content rather than fully integrating network syncing just so we can get off the ground more easily with content creation."
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- "text": "Not applicable for this month."
+ "text": "Focused on Unidot and VRM (import pipeline).\nGodot 4.0 bugfixes and animation. Lots of engine dev.\nJuly–Aug spent time working on new CDN downloader and starting to rethink avatar controller.\n\n\n\n\n\nNew networking system committed to v-sekai-game and to a demo repository. It is missing basic features like support for pickup items so we haven’t enabled it yet.\n\n\n\n\n\nJan–Mar focused on FBX support and GDC.\nApr–May focused on updating Unidot to support FBX."
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- "text": "Not applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\nGDC Demo: We attended the Game Developers Conference (GDC) in San Francisco, California, USA. We demonstrated the capabilities of the Godot Engine on an Android tablet.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
+ "text": "Since early June, Lyuma started to revisit the incomplete code from 10 months ago. Lyuma is currently working on tracker binding / skeleton calibration (e.g. full body).\n4.3 release was delayed. Lyuma wants to release 4.3-compatible updates to Unidot and VRM.\nLyuma had some difficulties with API integration.\nSome Godot 4.3 bugs are still on Lyuma’s plate."
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+ "text": "New in-game UI update. A draft was committed a couple weeks ago but saracen has been away on vacation.\nSaracen has also been working some more on physics sync.\nAPI/backend redesign."
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- "text": "Not applicable for this month.\n\n\n\n\nGDC Demo: We attended the Game Developers Conference (GDC) in San Francisco, California, USA. We demonstrated the capabilities of the Godot Engine on an Android tablet.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning."
+ "text": "Integration of UI code into game.\nNetwork syncing support of props/objects using the new system.\nIntegration of other game features between avatar_vr_demo (player controller) and v-sekai-game (legacy codebase).\nNew backend so we can reenable registration.\nSome OpenAPI wrapper so we can talk to the new backend.\n\nLyuma thinks we should put more focus on getting something lightweight we can run and play levels in. Lyuma is of half a mind to put more focus into making avatar demo runnable with custom content rather than fully integrating network syncing just so we can get off the ground more easily with content creation."
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+ "text": "Experimental (🧪): This stage is for features that are still being tested and may not be stable.\nFeature complete (🎯): This stage is for features that have all planned functionality implemented.\nBeta (🚧): This stage is for features that are largely complete but may still have bugs.\nGeneral release (🚀): This stage is for features that have been fully tested and are now released.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\n\n\nWork in progress with humanoid muscle encoding to/from quaternion. We can use this in the future for more efficient network serialization (similar to ShaderMotion’s format, or networked IK)\nSome progress on CDN code to make it a bit more reliable and engineered. It supports both gltf and godot scene format.\nfire and fwsGonzo have been working hard on godot-sandbox, a scripting system which allows you to write C++ code which acts like GDScript, via a sandboxed risc-v VM\nIn terms of engine features, typed dictionaries are in! https://godotengine.org/article/dev-snapshot-godot-4-4-dev-2/ That said, code which uses typed dictionaries will be incompatible with Godot 4.3 and earlier.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
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- "text": "Experimental (🧪): This stage is for features that are still being tested and may not be stable.\nFeature complete (🎯): This stage is for features that have all planned functionality implemented.\nBeta (🚧): This stage is for features that are largely complete but may still have bugs.\nGeneral release (🚀): This stage is for features that have been fully tested and are now released.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\n\n\n🎯 https://gonzerelli.itch.io/demo - fwsgonzo decided to embed LuaJIT to Godot Sandbox as a proof-of-concept. Touching the first coin will open up a Lua “console” which redirects print() to a TextEdit\n🎯 https://gonzerelli.itch.io/demo - We enabled binary translation for LuaJIT on Godot Sandbox.\n🚀 Installed Discord on the Meta Quest 3 and was able to stream Godot Engine and ecosystem applications.\n🎯 Added a double build of steam audio\n🎯 Steam Audio now works without a custom Godot Engine fork.\n🧪 The VRM Consortium, Inc., the creator and advocate of the VRM 3D avatar file format, which is based on the glTF™ 2.0 open standard, has announced a collaboration with The Khronos Group, the developer of glTF, to advance the international standardization of VRM.\n🚀 Submitted IREE.gd to Awesome-Godot-Scientific\n🧪 Collaboration with GuilhermeGSousa/godot-motion-matching\n🚀 Found opensource animation assets. Useful bases for retargeting and also stylizing motions. O3DE MotionMatching Animation Assets\n🧪 Collaboration with maiself/godot-python-extension\n🧪 Split V-Sekai world into world_editor and world_game\n\n\n\n\n\n🚧 Try to release iree-gd for godot engine 4.3 stable. https://github.com/iree-gd/iree.gd/pull/87\n🧪 Cleanup 3d cage for porting to python. https://github.com/V-Sekai-fire/godot_cage_deformer\n🚧 Updated manifold to remove GLM - https://github.com/godotengine/godot/pull/94321\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
+ "text": "Work in progress with humanoid muscle encoding to/from quaternion. We can use this in the future for more efficient network serialization (similar to ShaderMotion’s format, or networked IK)\nSome progress on CDN code to make it a bit more reliable and engineered. It supports both gltf and godot scene format.\nfire and fwsGonzo have been working hard on godot-sandbox, a scripting system which allows you to write C++ code which acts like GDScript, via a sandboxed risc-v VM\nIn terms of engine features, typed dictionaries are in! https://godotengine.org/article/dev-snapshot-godot-4-4-dev-2/ That said, code which uses typed dictionaries will be incompatible with Godot 4.3 and earlier.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning."
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- "text": "🎯 https://gonzerelli.itch.io/demo - fwsgonzo decided to embed LuaJIT to Godot Sandbox as a proof-of-concept. Touching the first coin will open up a Lua “console” which redirects print() to a TextEdit\n🎯 https://gonzerelli.itch.io/demo - We enabled binary translation for LuaJIT on Godot Sandbox.\n🚀 Installed Discord on the Meta Quest 3 and was able to stream Godot Engine and ecosystem applications.\n🎯 Added a double build of steam audio\n🎯 Steam Audio now works without a custom Godot Engine fork.\n🧪 The VRM Consortium, Inc., the creator and advocate of the VRM 3D avatar file format, which is based on the glTF™ 2.0 open standard, has announced a collaboration with The Khronos Group, the developer of glTF, to advance the international standardization of VRM.\n🚀 Submitted IREE.gd to Awesome-Godot-Scientific\n🧪 Collaboration with GuilhermeGSousa/godot-motion-matching\n🚀 Found opensource animation assets. Useful bases for retargeting and also stylizing motions. O3DE MotionMatching Animation Assets\n🧪 Collaboration with maiself/godot-python-extension\n🧪 Split V-Sekai world into world_editor and world_game\n\n\n\n\n\n🚧 Try to release iree-gd for godot engine 4.3 stable. https://github.com/iree-gd/iree.gd/pull/87\n🧪 Cleanup 3d cage for porting to python. https://github.com/V-Sekai-fire/godot_cage_deformer\n🚧 Updated manifold to remove GLM - https://github.com/godotengine/godot/pull/94321\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning."
+ "text": "Experimental (🧪): This stage is for features still being tested and may not be stable.\nFeature complete (🎯): This stage is for features with all planned functionality implemented.\nBeta (🚧): This stage is for essentially complete features that may still have bugs.\nGeneral release (🚀): This stage is for features that have been thoroughly tested and are now released.\n\n\n\n\n🚀 V-Sekai discord onboarding is now enabled.\n🧪 Updated godot-sandbox json_diff_sample cmake sample\n🧪 Updated godot-sandbox weight transfer sample\n🧪 Prototype a repository for visual anomaly detection with Anomalib. V-Sekai-fire/godot-visual-anomaly-detection\n🚧 ifiregames.itch.io/godot-motion-matching\n🧪 V-Sekai/world-editor\n🚀 Ughuuu/gdextension-to-module\n🚀 Walk the Dog is a vector-quantized periodic autoencoder. Walk the Dog is now MIT-licensed open source. It learns a disconnected 1D phase manifold that aligns motion regardless of morphologies while requiring no paired data or any joint correspondence PeizhuoLi/walk-the-dog\n🚀 Submitted an update to Godot-VRM version 2.1.0, adding much-needed support for Godot 4.3 SkeletonModifier3D, an import (or runtime) option to adjust the head hiding method, and several bug fixes. It will be released on the asset library when approved, likely next week, but it can be downloaded from GitHub. Known issues: Node constraints are still imported incorrectly because they are not adjusted for rotated bones during retargeting. Newer VRM features, such as VRMA animation, still need support.\n🎯 https://github.com/V-Sekai/world-godot and https://github.com/V-Sekai/world-kit are now the new repository of Godot Engine and the world kit.\n\n\n\n\n\n\n\n🎯 Godot Lottie for animated vector graphics is ready to be merged into Godot Master.\n🚀 Godot Manifold for mesh add, mesh subtraction and mesh overlap is merged in Godot Master 4.4.\n🧪 Animation Node was merged in godot motion matching.\n\n🧪 Assist with Add animation node extension godot engine patch for animation node gdextensions.\n🧪 Designing Motion Matching as an animation node\n\n🧪 Godot cpp as C++ module: Dragos shows us a photo of godot-sandbox as a C++ module.\n\n🧪 We made a way to compile all gdextensions as a C++ module by extending GDExtensionLoader. Ughuuu/gdextension-to-module\n\n🧪 Uploaded a new godot vrm for motion matching web demo. Now, with debugging gizmos. View Demo\n🧪 Found research on transpiling GDScript to Godot Engine C++ with tailcalls as jumps. Read More | ACM1 | ACM2 | Hacker News Discussion\n🎯 1% runtime improvement with lod rendering in Godot Engine Rewrite index optimization code for maximum efficiency\n🧪 Provide VRM exports with humanizer\n\n\n\n\n\n🚧 Steam audio runs in standalone mode for PC, and nothing technical stops it from running on the Android Quest 3 after the Godot Engine feature enhancement was merged last week. stechyo/godot-steam-audio\n🎯 Vulkan pose Movenet estimation demo now runs on IREE.gd. iree-gd/iree.gd\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNo one wants to work on our game because it’s a fork of the godot engine -> we made a godot-sandbox as a gdextension.\nI must learn to hyper-scale godot networking -> greater than 25 players. Shared databases in the cloud are not good. Authoritative ownership schemes are ok.\n\nWe need things to do -> Begin a metro transit hub system that connects the world."
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+ "text": "🚀 V-Sekai discord onboarding is now enabled.\n🧪 Updated godot-sandbox json_diff_sample cmake sample\n🧪 Updated godot-sandbox weight transfer sample\n🧪 Prototype a repository for visual anomaly detection with Anomalib. V-Sekai-fire/godot-visual-anomaly-detection\n🚧 ifiregames.itch.io/godot-motion-matching\n🧪 V-Sekai/world-editor\n🚀 Ughuuu/gdextension-to-module\n🚀 Walk the Dog is a vector-quantized periodic autoencoder. Walk the Dog is now MIT-licensed open source. It learns a disconnected 1D phase manifold that aligns motion regardless of morphologies while requiring no paired data or any joint correspondence PeizhuoLi/walk-the-dog\n🚀 Submitted an update to Godot-VRM version 2.1.0, adding much-needed support for Godot 4.3 SkeletonModifier3D, an import (or runtime) option to adjust the head hiding method, and several bug fixes. It will be released on the asset library when approved, likely next week, but it can be downloaded from GitHub. Known issues: Node constraints are still imported incorrectly because they are not adjusted for rotated bones during retargeting. Newer VRM features, such as VRMA animation, still need support.\n🎯 https://github.com/V-Sekai/world-godot and https://github.com/V-Sekai/world-kit are now the new repository of Godot Engine and the world kit."
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- "text": "Not applicable for this month.\n\n\n\n\n\n\n\nUFBX Importer: Merged into Godot Engine master for version 4.3.\nUnidot Spring Bones: Spring bones now import with Unidot Importer! It’s compatible with various popular formats and supports all features of the vrm spring bone script. Currently no advanced features like axis locks or inside colliders. While the vrm script supports curves, Unity curve sampling has not been implemented yet, so each bone in the chain imports with a constant value.\ngodot-vrm: An update to godot-vrm on git has been pushed to make it easier and more straightforward to edit spring bones in the inspector.\nUnidot: A lot of bugfixes have been made to the VRM import/export, unidot import pipeline, and springbone support. It’s becoming a lot easier to import a set of assets from unitypackage including booth outfits, attach them, and then export a VRM with functional spring bones!\nGodot FBX Importer: ArchVizPro volume 6 imported with ufbx. The importer is exceptionally good, and during testing it appears to perfectly replicate the result obtained in the autodesk SDK. This means Unidot in Godot 4.3 will be able to import directly to fbx out of the box without having to go through gltf!\ngodot-whisper: Added support for real-time audio transcription within the Godot Engine, which includes enhanced compatibility for the Metal API on Apple devices and improved threading performance. (Commit: 2d85a0e update)\ngodot-steamaudio: Updated the Steam Audio integration by refactoring the build configuration and audio stream handling process. (Commit: 8f15de1 Refactor build configuration)\n\n\n\n\n\nRemove a V-Sekai-game github release and point to https://saracenone.itch.io/groups-4x\n\n\n\n\n\n2024-02-07: There was a nasty bug involving the springbone gizmo, a node rename, and a Godot bug that would corrupt the node if replace_by was called on an internal node (such as a gizmo) that was leading random meshes to disappear in godot vrm during import. Should be fixed now!\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\n\nNot applicable for this month."
+ "text": "🎯 Godot Lottie for animated vector graphics is ready to be merged into Godot Master.\n🚀 Godot Manifold for mesh add, mesh subtraction and mesh overlap is merged in Godot Master 4.4.\n🧪 Animation Node was merged in godot motion matching.\n\n🧪 Assist with Add animation node extension godot engine patch for animation node gdextensions.\n🧪 Designing Motion Matching as an animation node\n\n🧪 Godot cpp as C++ module: Dragos shows us a photo of godot-sandbox as a C++ module.\n\n🧪 We made a way to compile all gdextensions as a C++ module by extending GDExtensionLoader. Ughuuu/gdextension-to-module\n\n🧪 Uploaded a new godot vrm for motion matching web demo. Now, with debugging gizmos. View Demo\n🧪 Found research on transpiling GDScript to Godot Engine C++ with tailcalls as jumps. Read More | ACM1 | ACM2 | Hacker News Discussion\n🎯 1% runtime improvement with lod rendering in Godot Engine Rewrite index optimization code for maximum efficiency\n🧪 Provide VRM exports with humanizer\n\n\n\n\n\n🚧 Steam audio runs in standalone mode for PC, and nothing technical stops it from running on the Android Quest 3 after the Godot Engine feature enhancement was merged last week. stechyo/godot-steam-audio\n🎯 Vulkan pose Movenet estimation demo now runs on IREE.gd. iree-gd/iree.gd\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\n\nThis project does not adhere to Semantic Versioning."
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- "text": "UFBX Importer: Merged into Godot Engine master for version 4.3.\nUnidot Spring Bones: Spring bones now import with Unidot Importer! It’s compatible with various popular formats and supports all features of the vrm spring bone script. Currently no advanced features like axis locks or inside colliders. While the vrm script supports curves, Unity curve sampling has not been implemented yet, so each bone in the chain imports with a constant value.\ngodot-vrm: An update to godot-vrm on git has been pushed to make it easier and more straightforward to edit spring bones in the inspector.\nUnidot: A lot of bugfixes have been made to the VRM import/export, unidot import pipeline, and springbone support. It’s becoming a lot easier to import a set of assets from unitypackage including booth outfits, attach them, and then export a VRM with functional spring bones!\nGodot FBX Importer: ArchVizPro volume 6 imported with ufbx. The importer is exceptionally good, and during testing it appears to perfectly replicate the result obtained in the autodesk SDK. This means Unidot in Godot 4.3 will be able to import directly to fbx out of the box without having to go through gltf!\ngodot-whisper: Added support for real-time audio transcription within the Godot Engine, which includes enhanced compatibility for the Metal API on Apple devices and improved threading performance. (Commit: 2d85a0e update)\ngodot-steamaudio: Updated the Steam Audio integration by refactoring the build configuration and audio stream handling process. (Commit: 8f15de1 Refactor build configuration)\n\n\n\n\n\nRemove a V-Sekai-game github release and point to https://saracenone.itch.io/groups-4x\n\n\n\n\n\n2024-02-07: There was a nasty bug involving the springbone gizmo, a node rename, and a Godot bug that would corrupt the node if replace_by was called on an internal node (such as a gizmo) that was leading random meshes to disappear in godot vrm during import. Should be fixed now!\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices:\nThis project does not adhere to Semantic Versioning."
+ "text": "No one wants to work on our game because it’s a fork of the godot engine -> we made a godot-sandbox as a gdextension.\nI must learn to hyper-scale godot networking -> greater than 25 players. Shared databases in the cloud are not good. Authoritative ownership schemes are ok.\n\nWe need things to do -> Begin a metro transit hub system that connects the world."
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+ "text": "Not applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity. (Commit: d641001)\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
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- "text": "v-sekai-game-bug\n\n\n\n\n\nopenxr_showing\n\n\nRestored V-Sekai-Game home.\nWorked on EWBIK as a git branch.\n\n\n\nGame releases are working again.\n\n\n\nV-Sekai-game Player spawning should be working again (see their name tag at least). There’s an issue with the default sky_celebration map caused by “TestEntity” which has scene_file_path==“” and that breaks the validation logic, preventing the player from spawning, and most default maps don’t work. You need to use Mobile Dragon Shop (very dark) or Tokyo Map\nNote that avatars are currently not working. I think I’m getting closer to identifying where the validation is causing trouble.\n\n\nWe are working on a v2 of the network architecture based on Godot’s network spawn & sync system, so a lot of the code I’m editing right now is kind of legacy at this point. The new network implementation should drastically simplify the code and eliminate dozens of complex GDScript files from being needed. I still want to get this demo stable, since we will still be using the player controller and avatar loader from it\n\n\n\nVSK Tokyo Map\n\n\nThe new v2 network demo can be found at https://github.com/V-Sekai/net_demo if you’re curious. There’s no VR support planned for net_demo, but it should serve as a strong foundation going forward.\nAvatars should show up again. There was some code mistake that triggered only when the default “mirror” was disabled and caused avatars not to instantiate, but I didn’t notice because I had turned it on in my checkout\nI also fixed the default sky celebration map\nAvatar bone rotations are currently broken with this setup. Seems like the head always faces a certain direction:\n\n\n\nAvatar bone rotations are broken"
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- "text": "v-sekai-game-bug\n\n\n\n\n\nopenxr_showing\n\n\nRestored V-Sekai-Game home.\nWorked on EWBIK as a git branch."
+ "text": "Not applicable for this month.\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity. (Commit: d641001)\n\nThis project does not adhere to Semantic Versioning."
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- "text": "Game releases are working again."
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- "text": "V-Sekai-game Player spawning should be working again (see their name tag at least). There’s an issue with the default sky_celebration map caused by “TestEntity” which has scene_file_path==“” and that breaks the validation logic, preventing the player from spawning, and most default maps don’t work. You need to use Mobile Dragon Shop (very dark) or Tokyo Map\nNote that avatars are currently not working. I think I’m getting closer to identifying where the validation is causing trouble.\n\n\nWe are working on a v2 of the network architecture based on Godot’s network spawn & sync system, so a lot of the code I’m editing right now is kind of legacy at this point. The new network implementation should drastically simplify the code and eliminate dozens of complex GDScript files from being needed. I still want to get this demo stable, since we will still be using the player controller and avatar loader from it\n\n\n\nVSK Tokyo Map\n\n\nThe new v2 network demo can be found at https://github.com/V-Sekai/net_demo if you’re curious. There’s no VR support planned for net_demo, but it should serve as a strong foundation going forward.\nAvatars should show up again. There was some code mistake that triggered only when the default “mirror” was disabled and caused avatars not to instantiate, but I didn’t notice because I had turned it on in my checkout\nI also fixed the default sky celebration map\nAvatar bone rotations are currently broken with this setup. Seems like the head always faces a certain direction:\n\n\n\nAvatar bone rotations are broken"
+ "text": "iFire — Today at 07:38 Openxr is merged into Godot Engine master!\nLyuma — Today at 16:13\nOVR Advanced Settings 5.4.0 is released with OpenXR playspace moving support (for devices connected via SteamVR):\nhttps://user-images.githubusercontent.com/32321/155451982-8d21ca07-0178-4314-a4f2-8de56c275fa3.png\n\n\n\nトカゲ — 10:28 We discussed with reduz implementation of retargeting for about 8 hours\nLyuma — 14:02 if anyone’s interested, you can read RocketChat from a browser: https://chat.godotengine.org/channel/animation?msg=JYqzF7xviTbh5zbmm\n\n\n\nFire moved multiple projects issues to https://github.com/V-Sekai/V-Sekai/issues.\n\n\n\nLyuma changed RenIK to use set_bone_local_pose_override, and “hacked” skeleton’s transform to keep it centered on the hips, fixing the avatar disappearing when far from origin.\n\n\n\nWe made a lot of progress yesterday: getting closer to OpenXR integration; fixed some issues with avatar uploading; and progress with WasGo, including the ability to create a Godot Callable which directly represents a WASM function\n\n\n\nMoved fire’s project notes to V-Sekai/V-sekai issues.\nCurl has been postponed.\nCvtt bc6, bc7 texture compression speedup by reducing quality has been merged. Updating groups.\n\n\n\nWasgo go! Restored wasgo wasm execution."
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- "text": "Updated this v-sekai.github.io website.\n\n\n\n\nHad a meeting with Lyuma, Fire, Sarcen, Silent and MMMaellon about the V-Sekai project.\nResolved apply style patches to 3d-audio.\nMake V-Sekai film tests with the new Godot Engine movie maker feature.\n\n\n\n\n\n\nFire collaborated on godot-snappy for object snapping https://github.com/jgillich/godot-snappy\nTry to integrate manifold again.\n\n\n\n\nhttps://gitlab.com/bramw/baserow/-/issues/998 Spent some documenting the baserow io system on Digital Ocean used to store in-progress art assets, data from research and 3d galleries.\nDonated research on avatar generation to the MIT-licensed project at https://github.com/AtlasFoundation/OpenCharacterCreator As part of: lightweight-quality-avatars\n\n\n\n\nLyuma uncommented some code in vsk_avatar/ik_space.gd to create IK tracking points on the server, to enable IK sync via server. TL;DR (Other peers can see other peers while connected to a server.)\nServer sync issue removed from todo list.\n\n\n\n\n\n\n\n\n\n\nid\nName\nNotes\nActive\n\n\n\n\n24\nVR smooth locomotion.\n\nTrue\n\n\n24\nVR smooth locomotion with blackout.\n\nTrue\n\n\n5\nGrab an object.\n\nTrue\n\n\n17\nSupport large uploads to the content distribution network.\n\nTrue\n\n\n19\nMake a video of entering the world and grabbing objects.\n\nTrue\n\n\n\nTrialing a fix for issue of SDFGI on VR. Was poor. Had to backout branch."
+ "text": "iFire — Today at 07:38 Openxr is merged into Godot Engine master!\nLyuma — Today at 16:13\nOVR Advanced Settings 5.4.0 is released with OpenXR playspace moving support (for devices connected via SteamVR):\nhttps://user-images.githubusercontent.com/32321/155451982-8d21ca07-0178-4314-a4f2-8de56c275fa3.png"
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- "text": "Updated this v-sekai.github.io website.\n\n\n\n\nHad a meeting with Lyuma, Fire, Sarcen, Silent and MMMaellon about the V-Sekai project.\nResolved apply style patches to 3d-audio.\nMake V-Sekai film tests with the new Godot Engine movie maker feature."
+ "text": "トカゲ — 10:28 We discussed with reduz implementation of retargeting for about 8 hours\nLyuma — 14:02 if anyone’s interested, you can read RocketChat from a browser: https://chat.godotengine.org/channel/animation?msg=JYqzF7xviTbh5zbmm"
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- "text": "Fire collaborated on godot-snappy for object snapping https://github.com/jgillich/godot-snappy\nTry to integrate manifold again."
+ "text": "Fire moved multiple projects issues to https://github.com/V-Sekai/V-Sekai/issues."
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- "text": "https://gitlab.com/bramw/baserow/-/issues/998 Spent some documenting the baserow io system on Digital Ocean used to store in-progress art assets, data from research and 3d galleries.\nDonated research on avatar generation to the MIT-licensed project at https://github.com/AtlasFoundation/OpenCharacterCreator As part of: lightweight-quality-avatars"
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- "text": "Lyuma uncommented some code in vsk_avatar/ik_space.gd to create IK tracking points on the server, to enable IK sync via server. TL;DR (Other peers can see other peers while connected to a server.)\nServer sync issue removed from todo list.\n\n\n\n\n\n\n\n\n\n\nid\nName\nNotes\nActive\n\n\n\n\n24\nVR smooth locomotion.\n\nTrue\n\n\n24\nVR smooth locomotion with blackout.\n\nTrue\n\n\n5\nGrab an object.\n\nTrue\n\n\n17\nSupport large uploads to the content distribution network.\n\nTrue\n\n\n19\nMake a video of entering the world and grabbing objects.\n\nTrue\n\n\n\nTrialing a fix for issue of SDFGI on VR. Was poor. Had to backout branch."
+ "text": "We made a lot of progress yesterday: getting closer to OpenXR integration; fixed some issues with avatar uploading; and progress with WasGo, including the ability to create a Godot Callable which directly represents a WASM function"
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- "text": "Lyuma — 01/10/2022 I have pushed internal and external resource whitelisting at the ResrouceLoader (ResourceFormatLoaderBinary) level as a Godot engine patch.\n\nHere’s an example of what gets printed when the above script with OS.alert() attempts to be loaded\nERROR: user://asset_cache/81dd12d03686\n0a08faba06a1b47a3a29.scn:Resource of unrecognized type in file: GDScript.\n at: load (core/io/resource_format_binary.cpp:789)\nERROR: Failed loading resource: user://asset_cache/81dd12d036860a08faba06a1b47a3a29.scn. Make sure resources have been imported by opening the project in the editor at least once.\nNote that I was forced to rebase to the latest build which includes the new build system (target=editor) most of the code I changed is in the private gitlab repo. once things stabilize and we get the build system up and running again, next step is to publish the remainder of the code on github\n\ngroups-4.x (and staging) were updated to latest. I attempted to update GoCD, but it’s a bit of a yolo merge, since a few pieces all had to be updated at once due to new scons target=editor argument we need to follow https://ci.v-sekai.cloud/ (log in as guest) and test the release builds\n\n\nexport builds are being created again with the new scons naming scheme. They seem to work on linux (steam deck) at least. Don’t have access to a windows machine right now\n\n\n\n\nhttps://github.com/v-sekai/v-sekai-game is released as fully opensource.\n\n\n\n\niFire (he, him) — Today at 16:33 https://github.com/V-Sekai/v-sekai-game/pull/5 added caching to reduce doing nothing builds from 2 hours to 10 minutes ish\n\nNew contributors this week:\n@Malek Awesome for being around 🐱. Contributed to designs and cheering us when we succeed. Fixed the issue with the ci/cd with the recurse submodules. Too much to list!\n@gamethecupdog Helped us figured out some problems with AMD vr and V-sekai. We debugged the AMD VR launch issues and talked about fixing the vignette settings in the ui https://github.com/V-Sekai/V-Sekai.github.io/issues/378\n@meowses For supporting us and watching our presentation.\n@Kosyne For starting a topic about onboarding and our short term and long term planning.\n@! [P1-D3] Samuel Martin @Mr_Squarepeg Thanks for hanging out on Sunday, we chatted about V-Sekai and played a bit of ZeroK.\n\n\n\niFire (he, him) — Today at 12:34 Turned off the mesh mirror mode for avatars because of playtesting confusion.\nLyuma — Today at 13:04 makes sense. at some point we can add a mirror, and we need a map aligned at the right place, or a script added to maps which define where the ““mirrors”” are (there can be more than one since it’s just duplicating meshes which is cool)\niFire (he, him) — Today at 14:47 I added https://github.com/TokageItLab/realtime_retarget to V-Sekai’s godot engine c++ modules. Please test, @トカゲ is looking for feedback.\ntefusion’s gdextension addon https://github.com/tefusion/godot-subdiv is now published. https://godotengine.org/asset-library/asset/1488\niFire reorganized the development documentation site.\niFire is working on a bullet train kinetic novel https://github.com/V-Sekai-fire/INK_bullet_train world.\n\n\n\nUpdated this website to remove the left sidebar. Added headers to decisions and the changelog.\n\n\n\nGodot Engine proposal meeting rejected setting float=64 as default. However official 64 bit builds have interest.\n\n\n\nEarly morning discussion with guillefix, lyuma and fire.\nFeature requests from the community:\n\ndesktop capture\navatar ik\nquest support\n3d node graph system\nin-game content creation\nwasm for game scripting\n\n\n\n\nMeeting between betalars, fire, lyuma, jeana and others about usability in 3d games, convention application and V-Sekai.\n\n\n\n\n\n\nbetalars is working on making Chaos Computer Club more accessible.\nThere has been development to create an online-platform for Chaos Communication Congress using Godot\nIt is planned to be deployed in browser, limiting it to Godot 3 for now\nRealistically, the Congress Experience software will not be production-ready before Godot4, so starting with Godot 3 only sets us up for tech-debt and also makes cooperation with V-sekai impossible, so it was the wrong decision originally and is now being reverted.\nBased on limited contributors and also limited time, a Prototype in Godot 3 has been scrapped and betalars reached out to the V-Sekai team for some collaboration and humble contributions\n\n\n\n\n\nMilas needs to write a masters thesis on accessibility-driven Game-Development\nAt the end of December of each year, CCC holds a big conference, this year it is going to be a decentralized bunch of small-scale events due to the pandemic\niFire wants to be able to present meaningful progress by march 2023\n\n\n\n\n\nPretty much all goals align …\n\nMake it FOSS\nAllow for player interaction and expression in an online space\nMake 3D-level building accessible for players\nUse Godot Engine\nEncourage for tinkering and hacking (of the white-hat variety of course)\n\n… except for the fact, that online-chaos was developed for desktop browsers and not VR-Devices\nV-Sekai is engineering-driven and lacks in UX and Design, which betalars has more knowledge in, so there is potential for synergy\nIf this collaboration is successful, it would introduce the project into a big community of developers, some of which will be happy to contribute further code\n\n\n\n\n\nGetting distracted by shiny things\nThere’s currently limited interest in the chaos community at large and Betalars is still pretty junior in experience despite leading the effort of building an online-world\n\n\n\n\n\nAccessibility\n\nV-Sekai is interested in this subject, there’s an argument to be had, that XR has great potential for people with disabilities\n\nNot having to leave their flat for social interaction is a plus\nBeing able to choose to be stealth with a bodily disability\nMore intuitive controls with tracking\nHand tracking can be used for signing.\n\nEven for for visually impaired people, there are options to interact\nButtons\n\nRumble\nSound Feedback\nThere’s a lot of potential for work and research here, that would also benefit the godot-community by add-on development\n\n… and maybe by politely asking for some vital accessibility features to be pushed upstream\nConcrete Projects are:\n\nSubtitles\nIntroducing a Layer for alternate text / screen-reader Label3D\n\n\nLevel Generation\n\nCurrently there is a lot of interest in the community on this subject, as NeosVR, a project with great level-building UX, has been frozen\nGodot has a solid 3D-Level generator, that can be used by “power-users” to create 3D-Scenes\nExpanding its feature set could benefit the Godot Engine Community at large\nThere’s the need for intuitive tools for the average user to create cool stuff in 3D\n\nVoxel-Editors are a great first step, as they are an intuitive tool for blocking out 3D-shapes\nVoxel Editors can be extended with\n“Smart Voxel objects”, that can generate stuff like staircases, roofs, fences etc, that are a pain to block out within the voxel grid (and expanding the voxel grid)\n\n3D-Generators, that based on the existing mesh can build plants for instance\nConvenient Prop-Placement\n\n\n\nLevel Generation References\n\nEverQuest Next Landmark - Detail building tools\nCloud Gardens, a relaxing level building game\nDreams\ncrocotile3d.com\nMinecraft\n\nAI-Assisted Level Generation will probably also be a thing soon\nDesigning fun player-interaction Concepts\n\nBetalars would like to work on it, but it is hard\n\nMaking pretty Characters\n\nBetalars has been working on a sims-style character generator\nCurrent state can be found on gitlab\n\nHopefully will also benefit Godot Engine community\n\n\nDeveloping a Tablet-Mode for V-Sekai\n\nThere has been effort put into creating a Non-VR interaction mode\nCurrently it is pretty janky and not thought through\nBetalars would like to improve this\n\nFire’s V-Sekai priorities:\n\na better setting to be in\ncommunications between at least two people\nbetter character motion via constraints, spring bones, and animations\nbetter character models (betalars has a character creation system that they already developed as possible collaboration points)\n\n\n\n\n\ngithub.com/omigroup/ux-research\nThis is the new repo for the recently formed UX Research group in OMI. Check back weekly for updates on this repo and how to get involved. - GitHub - omigroup/ux-research: This is a new working group for OMIGroup\n\n\n\n\nMmmaellon’s work requires him to build an XR app using AWS Services. He wants to use that opportunity to make something that allows players to build maps collaboratively.\n\n\n\nASTC work for mobile gpu textures work."
+ "text": "Moved fire’s project notes to V-Sekai/V-sekai issues.\nCurl has been postponed.\nCvtt bc6, bc7 texture compression speedup by reducing quality has been merged. Updating groups."
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- "text": "Lyuma — 01/10/2022 I have pushed internal and external resource whitelisting at the ResrouceLoader (ResourceFormatLoaderBinary) level as a Godot engine patch.\n\nHere’s an example of what gets printed when the above script with OS.alert() attempts to be loaded\nERROR: user://asset_cache/81dd12d03686\n0a08faba06a1b47a3a29.scn:Resource of unrecognized type in file: GDScript.\n at: load (core/io/resource_format_binary.cpp:789)\nERROR: Failed loading resource: user://asset_cache/81dd12d036860a08faba06a1b47a3a29.scn. Make sure resources have been imported by opening the project in the editor at least once.\nNote that I was forced to rebase to the latest build which includes the new build system (target=editor) most of the code I changed is in the private gitlab repo. once things stabilize and we get the build system up and running again, next step is to publish the remainder of the code on github\n\ngroups-4.x (and staging) were updated to latest. I attempted to update GoCD, but it’s a bit of a yolo merge, since a few pieces all had to be updated at once due to new scons target=editor argument we need to follow https://ci.v-sekai.cloud/ (log in as guest) and test the release builds\n\n\nexport builds are being created again with the new scons naming scheme. They seem to work on linux (steam deck) at least. Don’t have access to a windows machine right now"
+ "text": "Wasgo go! Restored wasgo wasm execution."
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- "text": "https://github.com/v-sekai/v-sekai-game is released as fully opensource."
+ "text": "https://github.com/V-Sekai/godot-seurat is dependent on being able to fetch 16 bit float buffers https://github.com/godotengine/godot/issues/54122#issuecomment-1140414946.\n\n\n\n\nInvestigated technical art via breaking apart the cafe\nInvestigated DagAmendment for brush based refinement of csg shapes.\n\n\n\n\n\nCharacters now load but the pose is incorrect.\nMaps load from a new sdk uploader.\nThe content picker is bad and ugly but usable to pick maps to host and choose avatars.\nThe server sees all clients but the clients only see the server and not each other.\nThe vr pose is incorrect but you can see the error so it hasn’t catastrophically exploded.\n\n\n\n\nimage\n\n\n\n\n\nCompleted a first stage EWBIK inverse kinematics solver to the stage one which solves but doesn’t have constraints."
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- "text": "iFire (he, him) — Today at 16:33 https://github.com/V-Sekai/v-sekai-game/pull/5 added caching to reduce doing nothing builds from 2 hours to 10 minutes ish\n\nNew contributors this week:\n@Malek Awesome for being around 🐱. Contributed to designs and cheering us when we succeed. Fixed the issue with the ci/cd with the recurse submodules. Too much to list!\n@gamethecupdog Helped us figured out some problems with AMD vr and V-sekai. We debugged the AMD VR launch issues and talked about fixing the vignette settings in the ui https://github.com/V-Sekai/V-Sekai.github.io/issues/378\n@meowses For supporting us and watching our presentation.\n@Kosyne For starting a topic about onboarding and our short term and long term planning.\n@! [P1-D3] Samuel Martin @Mr_Squarepeg Thanks for hanging out on Sunday, we chatted about V-Sekai and played a bit of ZeroK."
+ "text": "https://github.com/V-Sekai/godot-seurat is dependent on being able to fetch 16 bit float buffers https://github.com/godotengine/godot/issues/54122#issuecomment-1140414946."
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- "text": "iFire (he, him) — Today at 12:34 Turned off the mesh mirror mode for avatars because of playtesting confusion.\nLyuma — Today at 13:04 makes sense. at some point we can add a mirror, and we need a map aligned at the right place, or a script added to maps which define where the ““mirrors”” are (there can be more than one since it’s just duplicating meshes which is cool)\niFire (he, him) — Today at 14:47 I added https://github.com/TokageItLab/realtime_retarget to V-Sekai’s godot engine c++ modules. Please test, @トカゲ is looking for feedback.\ntefusion’s gdextension addon https://github.com/tefusion/godot-subdiv is now published. https://godotengine.org/asset-library/asset/1488\niFire reorganized the development documentation site.\niFire is working on a bullet train kinetic novel https://github.com/V-Sekai-fire/INK_bullet_train world."
+ "text": "Investigated technical art via breaking apart the cafe\nInvestigated DagAmendment for brush based refinement of csg shapes."
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- "text": "Updated this website to remove the left sidebar. Added headers to decisions and the changelog."
+ "text": "Characters now load but the pose is incorrect.\nMaps load from a new sdk uploader.\nThe content picker is bad and ugly but usable to pick maps to host and choose avatars.\nThe server sees all clients but the clients only see the server and not each other.\nThe vr pose is incorrect but you can see the error so it hasn’t catastrophically exploded.\n\n\n\n\nimage"
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- "text": "Godot Engine proposal meeting rejected setting float=64 as default. However official 64 bit builds have interest."
+ "text": "Completed a first stage EWBIK inverse kinematics solver to the stage one which solves but doesn’t have constraints."
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- "text": "Early morning discussion with guillefix, lyuma and fire.\nFeature requests from the community:\n\ndesktop capture\navatar ik\nquest support\n3d node graph system\nin-game content creation\nwasm for game scripting"
+ "text": "V-Sekai Changelog - 2022-09\n\n\n2022-09-05\ntefusion took iFire’s previous Godot Engine 3 branch and forward ported quad subdivision to an gdextension addon https://github.com/tefusion/godot-subdiv\nWe discuss with Reduz, Calinou and Lyuma about astc and limiting astc block size to 4x4, 8x8, and 12x12 block sizes. 4x4 was agreed on. Others have not yet.\n\n\n2022-09-06\nRestored Lillybyte’s https://github.com/godotengine/godot/pull/59675 Show the 3D transform gizmo in the center when otherwise offscreen work.\nGodot Engine astc block size agreed to be 4x4 and 8x8.\nSaracen’s Make auto-advance flag a requirement for conditional/expression evaluation with design amendments approved. https://github.com/godotengine/godot/pull/65312\nhttps://twitter.com/KenneyNL made a V-Sekai logo for us. https://twitter.com/KenneyNL/status/1567077172866596868?s=20&t=RIGyiux3A_KNX_HCLCVKvg\n\n\n2022-09-09\nhttps://github.com/Geequlim/ECMAScript/issues/131#issuecomment-1241570998 Javascript update.\nhttps://github.com/fire/ewbik Collaborated with Eron and Lyuma. Worked on the design of EWBIK bone weights and bone priority. Worked on the different bone rolls vs silhouette problem in regular 3d formats versus VRM which has a identity bone roll. (Use the original bone and then parent the change to be in ewbik bone roll.) Made the EWBIK solve less jello. Also discussion using kusudama constraints in Godot Engine core."
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- "text": "Meeting between betalars, fire, lyuma, jeana and others about usability in 3d games, convention application and V-Sekai."
+ "text": "Migrated vsk_avatar and vsk_vrm_avatar_tool to import retargeter. There is still pending work to apply the 180 degree rotation during VRM import but we’re pretty close. Newly uploaded avatars should work, but after we fix the z-forward issue we may want to upload again.\n\n\n\nNothing to see here, got godot 4 engine updated to the latest master.\n\n\n\nMany changes to the Godot Engine 4 master retargeting and animation system were added."
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- "text": "betalars is working on making Chaos Computer Club more accessible.\nThere has been development to create an online-platform for Chaos Communication Congress using Godot\nIt is planned to be deployed in browser, limiting it to Godot 3 for now\nRealistically, the Congress Experience software will not be production-ready before Godot4, so starting with Godot 3 only sets us up for tech-debt and also makes cooperation with V-sekai impossible, so it was the wrong decision originally and is now being reverted.\nBased on limited contributors and also limited time, a Prototype in Godot 3 has been scrapped and betalars reached out to the V-Sekai team for some collaboration and humble contributions\n\n\n\n\n\nMilas needs to write a masters thesis on accessibility-driven Game-Development\nAt the end of December of each year, CCC holds a big conference, this year it is going to be a decentralized bunch of small-scale events due to the pandemic\niFire wants to be able to present meaningful progress by march 2023\n\n\n\n\n\nPretty much all goals align …\n\nMake it FOSS\nAllow for player interaction and expression in an online space\nMake 3D-level building accessible for players\nUse Godot Engine\nEncourage for tinkering and hacking (of the white-hat variety of course)\n\n… except for the fact, that online-chaos was developed for desktop browsers and not VR-Devices\nV-Sekai is engineering-driven and lacks in UX and Design, which betalars has more knowledge in, so there is potential for synergy\nIf this collaboration is successful, it would introduce the project into a big community of developers, some of which will be happy to contribute further code\n\n\n\n\n\nGetting distracted by shiny things\nThere’s currently limited interest in the chaos community at large and Betalars is still pretty junior in experience despite leading the effort of building an online-world\n\n\n\n\n\nAccessibility\n\nV-Sekai is interested in this subject, there’s an argument to be had, that XR has great potential for people with disabilities\n\nNot having to leave their flat for social interaction is a plus\nBeing able to choose to be stealth with a bodily disability\nMore intuitive controls with tracking\nHand tracking can be used for signing.\n\nEven for for visually impaired people, there are options to interact\nButtons\n\nRumble\nSound Feedback\nThere’s a lot of potential for work and research here, that would also benefit the godot-community by add-on development\n\n… and maybe by politely asking for some vital accessibility features to be pushed upstream\nConcrete Projects are:\n\nSubtitles\nIntroducing a Layer for alternate text / screen-reader Label3D\n\n\nLevel Generation\n\nCurrently there is a lot of interest in the community on this subject, as NeosVR, a project with great level-building UX, has been frozen\nGodot has a solid 3D-Level generator, that can be used by “power-users” to create 3D-Scenes\nExpanding its feature set could benefit the Godot Engine Community at large\nThere’s the need for intuitive tools for the average user to create cool stuff in 3D\n\nVoxel-Editors are a great first step, as they are an intuitive tool for blocking out 3D-shapes\nVoxel Editors can be extended with\n“Smart Voxel objects”, that can generate stuff like staircases, roofs, fences etc, that are a pain to block out within the voxel grid (and expanding the voxel grid)\n\n3D-Generators, that based on the existing mesh can build plants for instance\nConvenient Prop-Placement\n\n\n\nLevel Generation References\n\nEverQuest Next Landmark - Detail building tools\nCloud Gardens, a relaxing level building game\nDreams\ncrocotile3d.com\nMinecraft\n\nAI-Assisted Level Generation will probably also be a thing soon\nDesigning fun player-interaction Concepts\n\nBetalars would like to work on it, but it is hard\n\nMaking pretty Characters\n\nBetalars has been working on a sims-style character generator\nCurrent state can be found on gitlab\n\nHopefully will also benefit Godot Engine community\n\n\nDeveloping a Tablet-Mode for V-Sekai\n\nThere has been effort put into creating a Non-VR interaction mode\nCurrently it is pretty janky and not thought through\nBetalars would like to improve this\n\nFire’s V-Sekai priorities:\n\na better setting to be in\ncommunications between at least two people\nbetter character motion via constraints, spring bones, and animations\nbetter character models (betalars has a character creation system that they already developed as possible collaboration points)\n\n\n\n\n\ngithub.com/omigroup/ux-research\nThis is the new repo for the recently formed UX Research group in OMI. Check back weekly for updates on this repo and how to get involved. - GitHub - omigroup/ux-research: This is a new working group for OMIGroup"
+ "text": "Migrated vsk_avatar and vsk_vrm_avatar_tool to import retargeter. There is still pending work to apply the 180 degree rotation during VRM import but we’re pretty close. Newly uploaded avatars should work, but after we fix the z-forward issue we may want to upload again."
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- "text": "Mmmaellon’s work requires him to build an XR app using AWS Services. He wants to use that opportunity to make something that allows players to build maps collaboratively."
+ "text": "Nothing to see here, got godot 4 engine updated to the latest master."
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- "text": "ASTC work for mobile gpu textures work."
+ "text": "Many changes to the Godot Engine 4 master retargeting and animation system were added."
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- "text": "V-Sekai Changelog - 2022-12\nThis is the changelog for December 2022.\n\n\n2022-12-05\nRestored AEC3 to speech for echo cancellation.\n\n\n2022-12-06\nSome reorganization of the the V-Sekai-game issues and the proposal repository to move bugs to V-Sekai-game and enhancements to the proposal repository. Organized the issues and put some videos for some of them. The Japanese tokyo world bug with the 30 second lag between load was funny.\nMoved enhancements to https://github.com/V-Sekai/V-Sekai.github.io and bugs to https://github.com/V-Sekai/v-sekai-game/issues.\nGodot Speech now includes echo cancellation using WebRTC AEC3. Thanks iFire for adding it and getting it building. (some of the builds had issues but they should be resolved) .\n\n\n2022-12-12\nMMMaellon updated the V-Sekai game fov to 70.\nLyuma — Today at 00:34\nWe had an animation meeting with people in the Godot rocketchat.\nWe went through the issues in this list: https://docs.google.com/spreadsheets/d/16Al_PUHAUJE0S3XXtBpmA6MQIA_9sx57BXEisW1EAB0/edit#gid=0 Google Docs (Saracen / Lyuma / Fire / Tokage) A list of open issues/bugs/PRs th…\nPretty excited about some of these changes if they can get merged, especially the ability to extend and override AnimationNode classes, such as from a GDExtension plugin\nWe agreed to punt SkeletonModificationStack3D until 4.1. I think we will remove it from 4.0 because it is very buggy in its present state and there is not enough time to develop a good system for IK\n\n\n2022-12-15\n\n\n\noblique clipping plane for screenspace mirrors\n\n\n<Lyuma> Engine patch: https://github.com/V-Sekai/godot/tree/override_projection VR Demo branch based on Saracen’s code: https://github.com/V-Sekai/avatar_vr_demo/tree/screenspace_mirror It’s missing some of the newer changes but anyway that’s what I have."
+ "text": "iFire wrote with Lyuma some proposals:\n\nCICD as a TrueNas Scale system\nProposal for Github CICD actions.\n\nBastiaanOlij updated the OpenXR pull request so it now uses OpenXR 1.0.22 and it has that DISABLE_STD_FILESYSTEM switch in there.\n\n\nSwitch proposal website to use https://quarto.org/.\nUpdated nomnoml diagrams.\n\n\n\n<Lyuma> Merged VR support (including OpenXR and the ability to create OpenVR as a plugin) into our godot engine build.\n\n\n\nMaterial Maker was patched so that OpenEXR export don’t shift color channels in generated EXR file."
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- "text": "Moved issues into the tracker.\n\n\nWorked with manifold csg library author and was able to remove the boost dependency. https://github.com/elalish/manifold/pull/92\nAlso published a first draft on a Godot Engine master branch. See the issue for details.\n\n\n\nLyuma\nMade a lot of progress towards animation import in Unidot. Godot’s node system means that some paths become different: for example, meshes have to be reparented to skeletons; or extra levels in the hierarchy to keep track of physics bodies.\nTo this end, it is now keeping a lookup dictionary from path and component to fileID (which can be mapped to Godot node) which means animation support should be close.\n(Also, they made a major change to the import system in 2019 which affects id numbering. Still working on it)\nPushed a major update to Unidot, mostly in the post_import script. It should now generate paths much more accurately to the original file, and implemented the hashing algorithm used by Unity 2019 for file ID generation, for example generating ids like 919132149155446097 for the root object.\nThis has fixed some assets exported from Unity 2019 like below, which used to fail to resolve the fileIDs for meshes! @iFire\nMade some progress with terrain import in Unidot. It will import textures, normalmaps and splatmaps (creating an appropriate ShaderMaterial). My plan is to implement trees and grass using MultimeshInstance objects. With this I also now support texture assets. Texture Arrays seem to fail internally. Hard to tell if I did something wrong or something isn’t implemented on Godot’s end, but we’ll get there…\nperformance-wise, I think it’s now acceptable to just pipe all 2+ million polygons (for 1025x1025 terrain) to the GPU. I’m using tristrips so it’s mostly just 1 index per triangle. It might be better to use a more dedicated terrain system for this, so this is just a stopgap while Godot 4 is in development since the terrain systems in the asset library are not keeping up with the rapid pace of development. (if you’re interested in this subject, feel free to start a thread or reply on godot-general)\nTerrain trees, splatmaps and materials are implemented in Unidot, converting to a single conventional terrain mesh + multimesh. I have not implemented holes yet, but if someone has an example and there is demand, I could work on it.\nI also chose not to implement detail (grasses), because I don’t understand how detail patches are implemented, and they tend to not look that great in VR, so I’d rather work on something else.\n\n\n\n\nRestore fix-save-as-binary so we can export projects\nRestore elixir shared branch so we can run godot in elixir\nPoked ludwig about diffusion net for machine learning training.\n\n\n\n\nFBX2GLTF and Blender importers are merged.\n\n\n\niFire\n\nMade a bug report for Blender exported animation to gltf with @RockyMadio https://github.com/KhronosGroup/glTF-Blender-IO/issues/1613 GitHub"
+ "text": "Switch proposal website to use https://quarto.org/.\nUpdated nomnoml diagrams."
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- "text": "Worked with manifold csg library author and was able to remove the boost dependency. https://github.com/elalish/manifold/pull/92\nAlso published a first draft on a Godot Engine master branch. See the issue for details."
+ "text": "<Lyuma> Merged VR support (including OpenXR and the ability to create OpenVR as a plugin) into our godot engine build."
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- "text": "Lyuma\nMade a lot of progress towards animation import in Unidot. Godot’s node system means that some paths become different: for example, meshes have to be reparented to skeletons; or extra levels in the hierarchy to keep track of physics bodies.\nTo this end, it is now keeping a lookup dictionary from path and component to fileID (which can be mapped to Godot node) which means animation support should be close.\n(Also, they made a major change to the import system in 2019 which affects id numbering. Still working on it)\nPushed a major update to Unidot, mostly in the post_import script. It should now generate paths much more accurately to the original file, and implemented the hashing algorithm used by Unity 2019 for file ID generation, for example generating ids like 919132149155446097 for the root object.\nThis has fixed some assets exported from Unity 2019 like below, which used to fail to resolve the fileIDs for meshes! @iFire\nMade some progress with terrain import in Unidot. It will import textures, normalmaps and splatmaps (creating an appropriate ShaderMaterial). My plan is to implement trees and grass using MultimeshInstance objects. With this I also now support texture assets. Texture Arrays seem to fail internally. Hard to tell if I did something wrong or something isn’t implemented on Godot’s end, but we’ll get there…\nperformance-wise, I think it’s now acceptable to just pipe all 2+ million polygons (for 1025x1025 terrain) to the GPU. I’m using tristrips so it’s mostly just 1 index per triangle. It might be better to use a more dedicated terrain system for this, so this is just a stopgap while Godot 4 is in development since the terrain systems in the asset library are not keeping up with the rapid pace of development. (if you’re interested in this subject, feel free to start a thread or reply on godot-general)\nTerrain trees, splatmaps and materials are implemented in Unidot, converting to a single conventional terrain mesh + multimesh. I have not implemented holes yet, but if someone has an example and there is demand, I could work on it.\nI also chose not to implement detail (grasses), because I don’t understand how detail patches are implemented, and they tend to not look that great in VR, so I’d rather work on something else."
+ "text": "Material Maker was patched so that OpenEXR export don’t shift color channels in generated EXR file."
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- "text": "Restore fix-save-as-binary so we can export projects\nRestore elixir shared branch so we can run godot in elixir\nPoked ludwig about diffusion net for machine learning training."
+ "text": "Steamdeck test with V-Sekai.\nRestored image grid in V-Sekai content picking.\nWorking with the animation team to approve the skeleton animation retargeter.\nhttps://github.com/fire/geodesiac-path-on-mesh https://mindsdb.com/ https://github.com/godotengine/godot/pull/56902 https://github.com/KhronosGroup/glTF-Blender-IO/pull/1582.\nRestored wasd in V-Sekai build.\nAlso the last line also reduced the warning from 700 to around 8-30\nLast week improved openxr support but not yet locomotion.\nHand actions and triggers still bugged\nCollaboration with Khronos and Lucasfilm has added gltf principled pbr to materialx\nA static materialx baking importer has been added to a Godot Engine c++ master module\nAbandoned the work on webview because it required too much mingw hacking of windows calls. Should have worked in msvc still https://github.com/AcademySoftwareFoundation/MaterialX/issues/874\nWant to propose gltf specular and gltf volumetric to the godot engine rendering team\nWorked on an idea with Krsytof https://github.com/godotengine/godot-proposals/discussions/4226 to pin inspectors.\nFire collaborated with Tokage and Lyuma on the UIUX of a skeletal retargeting importer\nStarted a discussion on a train station stress test. https://github.com/godotengine/godot-proposals/discussions/4233\n\n\nOpenXR mode works!!!\nMade a skeleton retargeting demo.\n\n\n\n\n\nAdded a new audio effect to down-mix stereo audio to mono progressively. https://github.com/godotengine/godot/pull/58823\n\n\n\n\nAllow automatic lod when importing 3D scenes with Static Lightmaps https://github.com/godotengine/godot/pull/58548\nproductionize a clothing band / bracelet maker on 3d manifold-only meshes https://github.com/fire/geodesiac-path-on-mesh\nplay with a auto-ml thing that guesses floats, guesses classes and forecasts https://mindsdb.com/\nworking with the animation team to approve the skeleton animation retargeter. https://github.com/godotengine/godot/pull/56902\nconvinced the gltf blender maintainer it’s super easy to export pure 3d animations as gltf. https://github.com/KhronosGroup/glTF-Blender-IO/pull/1582"
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- "text": "iFire\n\nMade a bug report for Blender exported animation to gltf with @RockyMadio https://github.com/KhronosGroup/glTF-Blender-IO/issues/1613 GitHub"
+ "text": "Added a new audio effect to down-mix stereo audio to mono progressively. https://github.com/godotengine/godot/pull/58823\n\n\n\n\nAllow automatic lod when importing 3D scenes with Static Lightmaps https://github.com/godotengine/godot/pull/58548\nproductionize a clothing band / bracelet maker on 3d manifold-only meshes https://github.com/fire/geodesiac-path-on-mesh\nplay with a auto-ml thing that guesses floats, guesses classes and forecasts https://mindsdb.com/\nworking with the animation team to approve the skeleton animation retargeter. https://github.com/godotengine/godot/pull/56902\nconvinced the gltf blender maintainer it’s super easy to export pure 3d animations as gltf. https://github.com/KhronosGroup/glTF-Blender-IO/pull/1582"
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- "text": "Basisu (ktx2) for gltf was merged to allow compressing the textures to KTX2, which is GPU compatible and has a very small size. Our project also deals with hundreds and thousands of models placed in one scene, making the file size of each model crucial.\nRechieKho Integrated the iree.gd library with Godot game engine and allows Godot projects to leverage IREE for machine learning workflows.\n\nAddition of Godot image <-> IREE buffer view conversion utilities\nExposure of IREE workflow\nAddition of Godot demos showing IREE integration\n\nRecreated Architext demo for testing apartment blueprint generation.\nGodot VRM has been submitted to the asset library for 4.x by Lyuma on 2023-08-03. It’s now usable and most bugs have been fixed. One known issue is that node constraints have some issues on models which were retargeted (needed bone rotation). If anyone wants to play with godot-vrm, feel free to clone it from github: it’s the same as the version that will be available in the Godot Asset Library. Readme is updated. Feel free to check it out and give feedback. Github Link\nNew commits to godot_uro:main by Lyuma and Fire.\nNew commits to v-sekai-game:main by Lyuma and Fire.\nNew commits to godot:groups-staging-4.2 by Fire.\nNew commits to godot:vsk-many-bone-ik-4.2 by Fire.\nNew commits to v-sekai-game:update-translations by Fire.\nNew commits to v-sekai-game:update-godot by Fire.\nNew commits to godot-vrm:only-addon by Lyuma.\nNew commits to godot-vrm:master by Lyuma.\nNew commits to godot:vsk-flac-4.2 by Fire.\nNew commits to godot:vsk-subdiv-4-0 branch.\nForce-pushed updates to godot branches: vsk-subdiv-4-0, groups-staging-4.2, scene-import-fixes, faster-generate-lod.\nDeletion of branches in V-Sekai/v-sekai-game: migrate-authors, all-contributors/add-lyuma, all-contributors/add-EnthWyrr.\nCreation of new branches in V-Sekai/v-sekai-game: gh-readonly-queue/main/pr-213-d5fbc97d5854516d4305eb94fb6a81307256c978, all-contributors/- add-s-ilent, gh-readonly-queue/main/pr-215-e72f9297674c4c2f82dcc59ba8af18a03fd86fcc, gh-readonly-queue/main/pr-215-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-213-2a174801a0b88ccdfc9c3671230911f6978477bd.\nNew commits to godot:groups-staging-4.2 branch.\nCreation of new branches in V-Sekai/godot: groups-staging-lbfgs, vsk-lbfgs-4.2.\nBump of github/codeql-action from 2.21.4 to 2.21.5 in V-Sekai/v-sekai-game.\nCreation of new branch in V-Sekai/v-sekai-game: dependabot/github_actions/github/codeql-action-2.21.5.\nPull requests #213 and #215 in V-Sekai/v-sekai-game.\nPull request #216 (Bump github/codeql-action from 2.21.4 to 2.21.5) in V-Sekai/v-sekai-game.\n\n\n\n\n\nUpdated localization files for VR manager and menu strings by Fire.\nUpdated the ref value for the v-sekai-game repository to groups-4.2.2023-08-01T161313Z by Fire.\nUpdated godot-deps action.yml by Fire.\nUpdated icons path in FLAC config module by Fire.\nUpdates to README.md and .all-contributorsrc in V-Sekai/v-sekai-game.\nRefactoring and updates in godot:groups-staging-4.2 and godot:vsk-lbfgs-4.2 branches.\n\n\n\n\n\nFix theme of export dialog by Lyuma.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nMany Bone IK has been removed temporarily to ensure the engine builds and passes tests.\nDeletion of branches in V-Sekai/v-sekai-game: gh-readonly-queue/main/pr-213-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-215-e72f9297674c4c2f82dcc59ba8af18a03fd86fcc, gh-readonly-queue/main/pr-215-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-213-2a174801a0b88ccdfc9c3671230911f6978477bd, groups-4.2-latest, dependabot/github_actions/github/codeql-action-2.21.5. MMD PMX scene importer in godot:groups-staging-4.2 branch.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories."
+ "text": "In June 2023, various developments and discussions took place in the Godot community, particularly within the V-Sekai project. Key highlights include updates to the godot-vrm repository, security improvements in the v-sekai-game repository, and progress on animation retargeting and PMX character structure. Additionally, a fix was implemented for Skeleton3D’s rest_dirty reset issue.\n\nFork created: aaronfranke/godot-vrm (01/06/2023)\nNew commits in V-Sekai/godot-vrm repository, including updates to load_at_runtime_scene for 4.x and adding files_dropped functionality (02/06/2023)\nPR 130 closed, bumping github/codeql-action from 2.3.5 to 2.3.6 in V-Sekai/v-sekai-game (02/06/2023)\nPR 129 closed, bumping actions/setup-dotnet from 3.1.0 to 3.2.0 in V-Sekai/v-sekai-game (02/06/2023)\nStepSecurity bot opened PR 131 to apply security best practices in V-Sekai/v-sekai-game (02/06/2023)\nNew commit in v-sekai-game:main to avoid the empty avatar crash (02/06/2023)\nNew commits in v-sekai-game:main, including changes to assert and early return print _error (02/06/2023)\nNew tag created in V-Sekai/godot: groups-4.x.2023-06-03T034215Z (02/06/2023)\nPR 131 closed, applying security best practices in V-Sekai/v-sekai-game (02/06/2023)\nNew commit in v-sekai-game:main to make joining a server less crashy (02/06/2023)\nNew commit in v-sekai-game:main to remove debug points (02/06/2023)\nNew branch created in V-Sekai/v-sekai-game: codeql (02/06/2023)\nPR 132 opened, creating codeql.yml in V-Sekai/v-sekai-game (02/06/2023)\nNew comment on issue #25 in V-Sekai/godot-vrm discussing how to make a VRM model pose using GDScript (02/06/2023)\nNew commits in v-sekai-game:main, including changes to assert and early return print _error part 3, avoiding runtime errors, and removing gut (02/06/2023 - 03/06/2023)\nPR 132 closed, creating codeql.yml in V-Sekai/v-sekai-game (03/06/2023)\nPR 133 opened, hardening GitHub Actions in V-Sekai/v-sekai-game (03/06/2023)\nNew comments on issue #25 in V-Sekai/godot-vrm discussing animation retargeting and PMX character structure (03/06/2023)\nNew commits in v-sekai-game:main, including removing hardcoded gravity and gravity direction, inverting state machine condition, and setting up work in progress state chart (03/06/2023)\nNew branch created in V-Sekai/v-sekai-game: state-chart (03/06/2023)\nSkeleton3D now correctly resets rest_dirty only after all bone transforms have been updated (PR 78025 by lyuma). This also resolves the SkeletonGizmo display issue when there is more than one bone root.\n\n\n\nThe team has introduced a feature that allows for easy setup with just a single click. Additionally, they’re now utilizing an advanced system known as the Many Bones’ solver.\n\n\n\nThere were some concerns about how much time the GPU was spending on processing the shader - think of the shader like a set of instructions telling the GPU how to draw each pixel. The frame times, or the speed at which frames are processed, seemed to be slower than expected. However, it was clarified that these tests were being run in a mode designed for finding errors (debug mode), not for optimal performance.\n\n\n\nThe team discussed how their system’s performance stacks up against other virtual reality social platforms. They used different types of hardware for these comparisons, similar to comparing the performance of different cars using various types of roads and conditions.\n\n\n\nThe team also talked about how to best optimize their system for different devices. This is akin to tuning a car’s engine differently depending on whether it’s going to be driven in the city or on a racetrack.\n\n\n\nThere were discussions about the challenges of rendering avatars, especially when there are multiple avatars on the screen at once. It’s like trying to paint multiple portraits at the same time - the more you have, the harder it gets. The team discussed the need for guidelines to help avatar creators optimize their designs for less powerful hardware.\n\n\n\nLooking ahead, the team plans to conduct more tests, particularly focusing on how well their system handles complex 3D models on Android devices. They also aim to create a benchmark scenario where they expect good performance across most platforms, much like setting a standard track to test different cars’ performances."
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- "text": "Basisu (ktx2) for gltf was merged to allow compressing the textures to KTX2, which is GPU compatible and has a very small size. Our project also deals with hundreds and thousands of models placed in one scene, making the file size of each model crucial.\nRechieKho Integrated the iree.gd library with Godot game engine and allows Godot projects to leverage IREE for machine learning workflows.\n\nAddition of Godot image <-> IREE buffer view conversion utilities\nExposure of IREE workflow\nAddition of Godot demos showing IREE integration\n\nRecreated Architext demo for testing apartment blueprint generation.\nGodot VRM has been submitted to the asset library for 4.x by Lyuma on 2023-08-03. It’s now usable and most bugs have been fixed. One known issue is that node constraints have some issues on models which were retargeted (needed bone rotation). If anyone wants to play with godot-vrm, feel free to clone it from github: it’s the same as the version that will be available in the Godot Asset Library. Readme is updated. Feel free to check it out and give feedback. Github Link\nNew commits to godot_uro:main by Lyuma and Fire.\nNew commits to v-sekai-game:main by Lyuma and Fire.\nNew commits to godot:groups-staging-4.2 by Fire.\nNew commits to godot:vsk-many-bone-ik-4.2 by Fire.\nNew commits to v-sekai-game:update-translations by Fire.\nNew commits to v-sekai-game:update-godot by Fire.\nNew commits to godot-vrm:only-addon by Lyuma.\nNew commits to godot-vrm:master by Lyuma.\nNew commits to godot:vsk-flac-4.2 by Fire.\nNew commits to godot:vsk-subdiv-4-0 branch.\nForce-pushed updates to godot branches: vsk-subdiv-4-0, groups-staging-4.2, scene-import-fixes, faster-generate-lod.\nDeletion of branches in V-Sekai/v-sekai-game: migrate-authors, all-contributors/add-lyuma, all-contributors/add-EnthWyrr.\nCreation of new branches in V-Sekai/v-sekai-game: gh-readonly-queue/main/pr-213-d5fbc97d5854516d4305eb94fb6a81307256c978, all-contributors/- add-s-ilent, gh-readonly-queue/main/pr-215-e72f9297674c4c2f82dcc59ba8af18a03fd86fcc, gh-readonly-queue/main/pr-215-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-213-2a174801a0b88ccdfc9c3671230911f6978477bd.\nNew commits to godot:groups-staging-4.2 branch.\nCreation of new branches in V-Sekai/godot: groups-staging-lbfgs, vsk-lbfgs-4.2.\nBump of github/codeql-action from 2.21.4 to 2.21.5 in V-Sekai/v-sekai-game.\nCreation of new branch in V-Sekai/v-sekai-game: dependabot/github_actions/github/codeql-action-2.21.5.\nPull requests #213 and #215 in V-Sekai/v-sekai-game.\nPull request #216 (Bump github/codeql-action from 2.21.4 to 2.21.5) in V-Sekai/v-sekai-game.\n\n\n\n\n\nUpdated localization files for VR manager and menu strings by Fire.\nUpdated the ref value for the v-sekai-game repository to groups-4.2.2023-08-01T161313Z by Fire.\nUpdated godot-deps action.yml by Fire.\nUpdated icons path in FLAC config module by Fire.\nUpdates to README.md and .all-contributorsrc in V-Sekai/v-sekai-game.\nRefactoring and updates in godot:groups-staging-4.2 and godot:vsk-lbfgs-4.2 branches.\n\n\n\n\n\nFix theme of export dialog by Lyuma.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nMany Bone IK has been removed temporarily to ensure the engine builds and passes tests.\nDeletion of branches in V-Sekai/v-sekai-game: gh-readonly-queue/main/pr-213-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-215-e72f9297674c4c2f82dcc59ba8af18a03fd86fcc, gh-readonly-queue/main/pr-215-d5fbc97d5854516d4305eb94fb6a81307256c978, gh-readonly-queue/main/pr-213-2a174801a0b88ccdfc9c3671230911f6978477bd, groups-4.2-latest, dependabot/github_actions/github/codeql-action-2.21.5. MMD PMX scene importer in godot:groups-staging-4.2 branch.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning."
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- "text": "Lyuma has pushed support to GodotEngine Unidot-Importer for humanoid unity .anim import including lox9973’s center of mass correction for hips. #gamedev\nHumanoid anim support is complete, including arm/leg twist! Import of standalone Avatar assets is now functional (such as converted VRM files).\nUnpacked avatar prefabs are now extracted into their own scenes.\n\n\n\n\n\nUpdated casync for v-sekai-game. This is still using the old version binaries.\n\ngit clone https://github.com/V-Sekai/casync-v-sekai-game.git\ncd casync-v-sekai-game\n./extract.sh\n\n\n\n\nFixed an issue with GLTF images being referenced directly instead of going through the GLTFState.textures mapping. This was causing texture mis-matches on some VRMs when loaded. The fix involved passing the GLTF state into a few more functions, replacing the image list, so we could also access the textures mapping directly alongside them. (#82)\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nConvinced PolygonJS to change their license to the MIT license.\nReviewed a character generator with OMI and JIN\nDiscussed svg in gltf at OMI\nProposed feature request to add an extractor to save 3d assets, gltf files, CAD files, shapefiles, STLs, etc to ArchiveBox. Issue #668\nDiscovered a method of json document sync. JsonJoy\n\n\n\n\n\n“The term logbook originated with the ship’s log, a maritime record of important events in the management, operation, and navigation of a ship. The captain was responsible for keeping a log, as a minimum, of navigational wind, speed, direction and position.” - Wikipedia"
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- "text": "Lyuma has pushed support to GodotEngine Unidot-Importer for humanoid unity .anim import including lox9973’s center of mass correction for hips. #gamedev\nHumanoid anim support is complete, including arm/leg twist! Import of standalone Avatar assets is now functional (such as converted VRM files).\nUnpacked avatar prefabs are now extracted into their own scenes.\n\n\n\n\n\nUpdated casync for v-sekai-game. This is still using the old version binaries.\n\ngit clone https://github.com/V-Sekai/casync-v-sekai-game.git\ncd casync-v-sekai-game\n./extract.sh\n\n\n\n\nFixed an issue with GLTF images being referenced directly instead of going through the GLTFState.textures mapping. This was causing texture mis-matches on some VRMs when loaded. The fix involved passing the GLTF state into a few more functions, replacing the image list, so we could also access the textures mapping directly alongside them. (#82)\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning."
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+ "text": "There were discussions about the challenges of rendering avatars, especially when there are multiple avatars on the screen at once. It’s like trying to paint multiple portraits at the same time - the more you have, the harder it gets. The team discussed the need for guidelines to help avatar creators optimize their designs for less powerful hardware."
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- "text": "“The term logbook originated with the ship’s log, a maritime record of important events in the management, operation, and navigation of a ship. The captain was responsible for keeping a log, as a minimum, of navigational wind, speed, direction and position.” - Wikipedia"
+ "text": "V-Sekai.xr-grid is a VR interaction tool.\n\nFirst release\nRelease Version: 0.1.0-rc1\nChanges: The game name environment variable has been updated in the build workflow. A new commit was also made to set the draft flag to false for the release.\nRelease Link\n\n\n\n\nV-Sekai Model Explorer is a 3D model viewer built with Godot 4. It supports various model formats like VRM and glTF 2.0. With this tool, you can dive deep into the components of a 3D model - inspecting meshes, materials, textures, and animations.\n\nFirst release\nRelease Version: v0.2.0-rc2\nChanges: The GAMENAME environment variable value has been changed to “vsekai_model_explorer”. The macos_editor_macos_deploy job from builds.yml has been removed. A README.md for GitHub actions has been added and the warning has been moved to the top of the file.\nRelease Link\n\n\n\n\n\n\n\n\nMacOS Editor Builds: MacOS editor builds have been added to the project. (Commit: df041f0)\nExport Mac Game: The game can now be exported for Mac. Pending code-signing and App support.\nGolang Installation: Golang has been installed in the project. (Commit: c25456b)\nUnidot Dependency Removal: The dependency on the post-import script by Unidot has been removed after conversion is complete. This means the converted assets will work standalone without the Unidot importer, with one exception*.\nSupported Asset Types: Supported asset types are listed in the readme. It should support many types of meshes, animations, Standard shader materials, scenes/prefabs and physics objects.\nOptimization for Generating Tangents in Mikktspace: An optimization has been added for generating tangents in mikktspace. (Pull Request #83648)\n\n\n\n\n\nGame Name Variable: A game name variable has been implemented on Github Actions. (Commit: 08d87db)\nGodot Engine Repository Update: The Godot engine repository and reference in build workflows have been updated. (Commit: f7f609d)\nImports Update: Imports in the project have been updated. (Commit: 896cb7c)\nUnidot Beta Release: Unidot is now in a beta / early RC for the first release.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity. (Commit: d641001)\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nLyuma, a member of the V-Sekai team, recently attended the Godot Engine Munich 2023 conference.\nShaders or MonoBehaviors/scripts are not currently supported. This will not be part of the initial release. The goal for now is scene / character / animation conversion.\nAnimationTree uses the standalone runtime/anim_tree.gd script as a blackboard system to simulate unity parameters. This file should remain.\nUnidot Importer Github Link\nA wild spooky dev snapshot appears! 👻 🎃 Contributors are making great progress on solving regressions in Godot 4.2! This new 4.2 beta 4 should be significantly more stable and reliable to upgrade 4.1 projects (not perfect yet though!). Godot Engine Dev snapshot: Godot 4.2 beta 4 We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release."
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- "text": "In May 2023, significant progress was made in the Godot community and V-Sekai project. Key developments include the implementation of WebAssembly modules for Godot Engine 4, improvements to the V-Sekai Godot Engine fork, and advancements in Unidot’s FBX humanoid support. Additionally, there were updates to the manual site, suggestions for Blender VRM drag-and-drop support, and bug fixes related to LODs.\n\nhttps://github.com/ashtonmeuser/godot-wasm/tree/godot-4 Implements wasm modules for Godot Engine 4.\nFire has chatgpt4 api access.\nMerged godot-wasm into V-Sekai Godot Engine fork for experimenting with user generated scripting and optimization of computation.\nvsk_speech branch of V-Sekai Godot Engine passes cicd again!!\nRevised and optimized the manual site.\nSuggested that .VRM drag and drop support is added to Blender. https://github.com/mika-f/blender-drag-and-drop/issues/34#issuecomment-1539429579\nUse a better representation of feminine and masculine avatars\nFixing bugs with lods\n\n\n\nLyuma has been working on implementing imported humanoid FBX support in Unidot, including bone guessing. The current implementation supports FBX source models and performs bone name guessing when humanDescription is empty. However, it does not yet support humanoid .anim clips, and there are known issues applying Animator components to already-imported models.\nAfter fixing a typo in Fix Silhouette, Lyuma reported that FBX humanoid animation import in Unidot seems much closer. They also implemented support for “Copy from other Avatar” to handle conversion of Maya FBX files with the first frame posed like the animation. This allows using the T-pose of another model as the rest pose.\nLyuma shared their progress on Twitter, showcasing the effectiveness of Unidot-Importer by VSekaiOfficial and Godot 4.0’s new humanoid retargeter system. The Godot Engine community also discovered the team’s GLTF work, as seen in a tweet by Bramwell.\nGamefromscratch covered Godot -> Unity migration in a YouTube video, highlighting the use of barcoderdev’s version of FBX2glTF with Unidot, which might solve the pivot issue encountered earlier."
+ "text": "V-Sekai.xr-grid is a VR interaction tool.\n\nFirst release\nRelease Version: 0.1.0-rc1\nChanges: The game name environment variable has been updated in the build workflow. A new commit was also made to set the draft flag to false for the release.\nRelease Link\n\n\n\n\nV-Sekai Model Explorer is a 3D model viewer built with Godot 4. It supports various model formats like VRM and glTF 2.0. With this tool, you can dive deep into the components of a 3D model - inspecting meshes, materials, textures, and animations.\n\nFirst release\nRelease Version: v0.2.0-rc2\nChanges: The GAMENAME environment variable value has been changed to “vsekai_model_explorer”. The macos_editor_macos_deploy job from builds.yml has been removed. A README.md for GitHub actions has been added and the warning has been moved to the top of the file.\nRelease Link"
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- "text": "Lyuma has been working on implementing imported humanoid FBX support in Unidot, including bone guessing. The current implementation supports FBX source models and performs bone name guessing when humanDescription is empty. However, it does not yet support humanoid .anim clips, and there are known issues applying Animator components to already-imported models.\nAfter fixing a typo in Fix Silhouette, Lyuma reported that FBX humanoid animation import in Unidot seems much closer. They also implemented support for “Copy from other Avatar” to handle conversion of Maya FBX files with the first frame posed like the animation. This allows using the T-pose of another model as the rest pose.\nLyuma shared their progress on Twitter, showcasing the effectiveness of Unidot-Importer by VSekaiOfficial and Godot 4.0’s new humanoid retargeter system. The Godot Engine community also discovered the team’s GLTF work, as seen in a tweet by Bramwell.\nGamefromscratch covered Godot -> Unity migration in a YouTube video, highlighting the use of barcoderdev’s version of FBX2glTF with Unidot, which might solve the pivot issue encountered earlier."
+ "text": "MacOS Editor Builds: MacOS editor builds have been added to the project. (Commit: df041f0)\nExport Mac Game: The game can now be exported for Mac. Pending code-signing and App support.\nGolang Installation: Golang has been installed in the project. (Commit: c25456b)\nUnidot Dependency Removal: The dependency on the post-import script by Unidot has been removed after conversion is complete. This means the converted assets will work standalone without the Unidot importer, with one exception*.\nSupported Asset Types: Supported asset types are listed in the readme. It should support many types of meshes, animations, Standard shader materials, scenes/prefabs and physics objects.\nOptimization for Generating Tangents in Mikktspace: An optimization has been added for generating tangents in mikktspace. (Pull Request #83648)\n\n\n\n\n\nGame Name Variable: A game name variable has been implemented on Github Actions. (Commit: 08d87db)\nGodot Engine Repository Update: The Godot engine repository and reference in build workflows have been updated. (Commit: f7f609d)\nImports Update: Imports in the project have been updated. (Commit: 896cb7c)\nUnidot Beta Release: Unidot is now in a beta / early RC for the first release.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity. (Commit: d641001)\n\nThis project does not adhere to Semantic Versioning."
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- "text": "Ported RenIK to GDScript, providing a reference implementation and allowing for separation of RenIKPlacement from RenIK as two distinct nodes. This change enables reuse of the foot placement implementation on any other IK system or swapping out the foot placement system for another animation system and then running the IK algorithm independently. The port was challenging due to differences in the Basis APIs between C++ and GDScript. The GDScript code is available at https://github.com/V-Sekai/renik/tree/gdscript and can be used instead of the original C++ version at https://github.com/V-Sekai/renik. It includes a test scene for use in projects.\n\n\n\n\n\n\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories.\n\n\n\ncommit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.\ncommit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.\ncommit 5928dee - (main) Merge pull request #239 from V-Sekai/remove-unused-01 Remove unnecessary files and configurations for Mac development in vs code.\ncommit 8c34654 - (remove-unused-math-utils) Remove unused math utils.\ncommit 9860967 - (main) Merge pull request #245 from V-Sekai/xr-on Make xr mode on.\ncommit 6147202 - (xr-on) Make xr mode on.\ncommit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.\ncommit 83b4490 - (move-utility) Move the utility folder.\ncommit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.\ncommit 6519cce - (better-svgs) Improve the logos.\nWrite a constraint minimizer https://github.com/V-Sekai/v-sekai-game/blob/constraint-minimizer/new_script.gd\nWrite a github action for godot engine so I can push releases\nUpdate github actions for tagged release. Use the 0.1.0-alpha1 tag.\nInvestigate https://about.signpath.io/product/open-source for part 2\nLauncher https://gist.github.com/fire/e5a16d3e738e8575b8ce7f527c245d27\nPeople are asking about 3d ik so I need to increase the code quality of https://github.com/V-Sekai/renik"
+ "text": "Not applicable for this month."
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- "text": "Ported RenIK to GDScript, providing a reference implementation and allowing for separation of RenIKPlacement from RenIK as two distinct nodes. This change enables reuse of the foot placement implementation on any other IK system or swapping out the foot placement system for another animation system and then running the IK algorithm independently. The port was challenging due to differences in the Basis APIs between C++ and GDScript. The GDScript code is available at https://github.com/V-Sekai/renik/tree/gdscript and can be used instead of the original C++ version at https://github.com/V-Sekai/renik. It includes a test scene for use in projects."
+ "text": "Lyuma, a member of the V-Sekai team, recently attended the Godot Engine Munich 2023 conference.\nShaders or MonoBehaviors/scripts are not currently supported. This will not be part of the initial release. The goal for now is scene / character / animation conversion.\nAnimationTree uses the standalone runtime/anim_tree.gd script as a blackboard system to simulate unity parameters. This file should remain.\nUnidot Importer Github Link\nA wild spooky dev snapshot appears! 👻 🎃 Contributors are making great progress on solving regressions in Godot 4.2! This new 4.2 beta 4 should be significantly more stable and reliable to upgrade 4.1 projects (not perfect yet though!). Godot Engine Dev snapshot: Godot 4.2 beta 4 We continue iterating quickly on beta snapshots for Godot 4.2 to ensure that we can solve regressions before the stable release."
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"section": "",
- "text": "Not applicable for this month.\n\n\n\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adhere to Semantic Versioning."
+ "text": "V-Sekai Changelog - 2023-01\nThis is the changelog for January 2023."
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- "text": "Not applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories."
+ "text": "VRM 1.0 export work by Lyuma.\nImplemented VRM 1 spring bones in the vrm1-wip branch by Lyuma.\nRefactored XML class definitions in all external vsk-modules by iFire.\nAdded “painfulness” to the many bone IK solver by iFire.\n\n\n\n\n\nPushed a bunch of the code for VRM 1 to godot-vrm by Lyuma.\nMore changes to vrm1-wip specifically changing how head hiding works by Lyuma.\nRestoring editor upload of avatars and worlds by iFire.\n\n\n\n\n\nPosted a fix for the magenta viewport copy of xr bug by iFire.\n\n\n\n\n\nVRM 0 models are upgraded to VRM 1 format during import, so only VRM 1 can be exported, and it will use VRM 1 style naming for everything by Lyuma.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adheres to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories."
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- "text": "commit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.\ncommit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.\ncommit 5928dee - (main) Merge pull request #239 from V-Sekai/remove-unused-01 Remove unnecessary files and configurations for Mac development in vs code.\ncommit 8c34654 - (remove-unused-math-utils) Remove unused math utils.\ncommit 9860967 - (main) Merge pull request #245 from V-Sekai/xr-on Make xr mode on.\ncommit 6147202 - (xr-on) Make xr mode on.\ncommit dc4754b - (main) Merge pull request #242 from V-Sekai/move-utility Move the utility folder.\ncommit 83b4490 - (move-utility) Move the utility folder.\ncommit f854698 - (main) Merge pull request #241 from V-Sekai/better-svgs Improve the logos.\ncommit 6519cce - (better-svgs) Improve the logos.\nWrite a constraint minimizer https://github.com/V-Sekai/v-sekai-game/blob/constraint-minimizer/new_script.gd\nWrite a github action for godot engine so I can push releases\nUpdate github actions for tagged release. Use the 0.1.0-alpha1 tag.\nInvestigate https://about.signpath.io/product/open-source for part 2\nLauncher https://gist.github.com/fire/e5a16d3e738e8575b8ce7f527c245d27\nPeople are asking about 3d ik so I need to increase the code quality of https://github.com/V-Sekai/renik"
+ "text": "VRM 1.0 export work by Lyuma.\nImplemented VRM 1 spring bones in the vrm1-wip branch by Lyuma.\nRefactored XML class definitions in all external vsk-modules by iFire.\nAdded “painfulness” to the many bone IK solver by iFire.\n\n\n\n\n\nPushed a bunch of the code for VRM 1 to godot-vrm by Lyuma.\nMore changes to vrm1-wip specifically changing how head hiding works by Lyuma.\nRestoring editor upload of avatars and worlds by iFire.\n\n\n\n\n\nPosted a fix for the magenta viewport copy of xr bug by iFire.\n\n\n\n\n\nVRM 0 models are upgraded to VRM 1 format during import, so only VRM 1 can be exported, and it will use VRM 1 style naming for everything by Lyuma.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\nThis project does not adheres to Semantic Versioning."
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- "text": "This is the changelog for March 2023.\nGodot Engine 4.0 launched on March 1st. 🎉\n\n\nUpgrade the documentation to point to github actions.\nPosted changes to https://github.com/godotengine/tps-demo/pull/167 to improve Github Actions export\nWorking on https://github.com/V-Sekai/blender-art-blue-tin-fox-models to get a list of prototype models.\nTuned the vr vingette usability feature to be more black.\nCreate an Awesome V-sekai page https://github.com/V-Sekai/awesome-v-sekai.\nMigrate the manual page to https://v-sekai.github.io/manuals\nInvestigated SHARK and IREE. Provides vulkan for machine learning.\nWrote a proposal for libfbx. https://github.com/godotengine/godot-proposals/issues/6453\nDid some removal of non essential code towards being in vr, loading maps and being in an avatar.\nRestore the brightness defaults in physical lighting.\nTrial variable rate shading.\nUpdate VSK_model_explorer to stable Godot Engine 4.0.\nHelped HungryProton add an automated build system for his ProtonGraph application. https://github.com/protongraph/protongraph\nTrying to get Godot Engine V-Sekai builds to pass. There was a breaking change in Scons.\nLibgodot doesn’t pass unit testing.\nUpdated https://github.com/V-Sekai/godot-task-goal-planner ’s gut addon and remove vsk versioning.\nReleased embedding search example with Marqo. https://github.com/fire/soriee-search\n\n\n\n\n\n\n\n\n\nSequence\nPose\n\n\n\n\n0\nT-pose\n\n\n1\nA-Pose\n\n\n2\nHands beside the upper leg, palms inwards at “At Ease”.\n\n\n3\nLift left leg\n\n\n4\nPut hands next to the face in a claw position palms facing outwards\n\n\n5\nHands at “At Ease”\n\n\n6\nLift left arm from “At Ease” to pointing straight upwards\n\n\n7\nLift left arm from “At Ease” to pointing upwards and wave off to a side\n\n\n8\nPoint left index finger\n\n\n9\nHands at “At Ease”\n\n\n10\nBicycle pose\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOrganization\nDescription\ndate\n\n\n\n\nGodot Engine Foundation & V-Sekai\nCSG Fire Chatted about CSG with reduz First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai\nPhysics Colliders Fire CoACD https://github.com/SarahWeiii/CoACD/issues/9\n2023-03-30 00:00:00\n\n\nV-Sekai & Thorvg\nFire Fire Review thorvg PR https://github.com/godotengine/godot/pull/75508\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Play a horror game First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai & Zylann\nFire Fire Asked zylann to review double precision pr\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Restore github cicd First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Animation iks as node first draft posted. First draft\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Propose a animation node pr First Meeting\n2023-03-30 00:00:00"
+ "text": "Not applicable for this month.\n\nNote: This changelog has been compiled based on the updates provided. For more detailed information, please refer to the specific issues or pull requests in the respective repositories."
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- "text": "Upgrade the documentation to point to github actions.\nPosted changes to https://github.com/godotengine/tps-demo/pull/167 to improve Github Actions export\nWorking on https://github.com/V-Sekai/blender-art-blue-tin-fox-models to get a list of prototype models.\nTuned the vr vingette usability feature to be more black.\nCreate an Awesome V-sekai page https://github.com/V-Sekai/awesome-v-sekai.\nMigrate the manual page to https://v-sekai.github.io/manuals\nInvestigated SHARK and IREE. Provides vulkan for machine learning.\nWrote a proposal for libfbx. https://github.com/godotengine/godot-proposals/issues/6453\nDid some removal of non essential code towards being in vr, loading maps and being in an avatar.\nRestore the brightness defaults in physical lighting.\nTrial variable rate shading.\nUpdate VSK_model_explorer to stable Godot Engine 4.0.\nHelped HungryProton add an automated build system for his ProtonGraph application. https://github.com/protongraph/protongraph\nTrying to get Godot Engine V-Sekai builds to pass. There was a breaking change in Scons.\nLibgodot doesn’t pass unit testing.\nUpdated https://github.com/V-Sekai/godot-task-goal-planner ’s gut addon and remove vsk versioning.\nReleased embedding search example with Marqo. https://github.com/fire/soriee-search\n\n\n\n\n\n\n\n\n\nSequence\nPose\n\n\n\n\n0\nT-pose\n\n\n1\nA-Pose\n\n\n2\nHands beside the upper leg, palms inwards at “At Ease”.\n\n\n3\nLift left leg\n\n\n4\nPut hands next to the face in a claw position palms facing outwards\n\n\n5\nHands at “At Ease”\n\n\n6\nLift left arm from “At Ease” to pointing straight upwards\n\n\n7\nLift left arm from “At Ease” to pointing upwards and wave off to a side\n\n\n8\nPoint left index finger\n\n\n9\nHands at “At Ease”\n\n\n10\nBicycle pose\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOrganization\nDescription\ndate\n\n\n\n\nGodot Engine Foundation & V-Sekai\nCSG Fire Chatted about CSG with reduz First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai\nPhysics Colliders Fire CoACD https://github.com/SarahWeiii/CoACD/issues/9\n2023-03-30 00:00:00\n\n\nV-Sekai & Thorvg\nFire Fire Review thorvg PR https://github.com/godotengine/godot/pull/75508\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Play a horror game First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai & Zylann\nFire Fire Asked zylann to review double precision pr\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Restore github cicd First Meeting\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Animation iks as node first draft posted. First draft\n2023-03-30 00:00:00\n\n\nV-Sekai\nFire Fire Propose a animation node pr First Meeting\n2023-03-30 00:00:00"
+ "text": "This is the changelog for February 2023.\nThe sdk has the entire v-sekai-game project, all the builds and git .\nThe game builds can be smaller but they currently have the shared_library, the executable and the gdextension interface files. It also can launch v-sekai with openxr.\nThe builds are ranging to 10 minutes for a partially cached build on average. Engine builds take longer.\nhttps://nightly.link/V-Sekai/v-sekai-game/workflows/vsk_linux_builds/main\n\n\n\nSomeone wanted me to help out on voip so I assisted\nA v-tuber, expiredpopsicle, is using godot-vrm! and contributed.\nFaolan is a Godot contributor. Fire gifted libgodot code to him and now he’s able to run his vr platform on the Meta Quest with dotnet.\n\n\n\n\nI reduced iteration times on the V-Sekai cicd from 1.5 hours to 2-10 minutes.\nI also stopped merging incomplete work. Every merge commit should stand on its own."
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"section": "",
- "text": "2023-12-11 20:10: Unidot Importer | Unidot Importer. Unidot is a .unitypackage asset interoperability tool to bring assets designed for other engines into Godot Engine. Check it out here.\n2023-12-12 04:19: Unidot was submitted to the asset library! We have a separate discord server for Unidot Importer: Join us on Discord. It’s kind of a companion for V-Sekai, but I expect a lot of general game developers joining who have little interest in VR or social virtual worlds, so I think it’s good to have a separate community.\n\n\n\n\nInitial commit on TOOL_game_start:main branch.\nNew commits to godot:master adding various features and fixes.\nUnify tangents in obj on godot:unify-tangents-obj branch.\nUpdates to manuals:main branch.\nAddition of mtlx on godot:godot-mtlx-4.2 branch.\nUpdates to godot-usd:main branch\nUpdated https://saracenone.itch.io/groups-4x on godot engine master (4.3). DX12 is not enabled.\n\n\n\n\n\nForce-pushed changes to various branches in the godot repository.\nMerged pull requests on V-Sekai.xr-grid:main branch.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nRemoval of git submodules on godot-mtlx:godot-rebase branch.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month."
+ "text": "Someone wanted me to help out on voip so I assisted\nA v-tuber, expiredpopsicle, is using godot-vrm! and contributed.\nFaolan is a Godot contributor. Fire gifted libgodot code to him and now he’s able to run his vr platform on the Meta Quest with dotnet."
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+ "href": "changelog/2023/20230201-changelog.html#fire",
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"section": "",
- "text": "2023-12-11 20:10: Unidot Importer | Unidot Importer. Unidot is a .unitypackage asset interoperability tool to bring assets designed for other engines into Godot Engine. Check it out here.\n2023-12-12 04:19: Unidot was submitted to the asset library! We have a separate discord server for Unidot Importer: Join us on Discord. It’s kind of a companion for V-Sekai, but I expect a lot of general game developers joining who have little interest in VR or social virtual worlds, so I think it’s good to have a separate community.\n\n\n\n\nInitial commit on TOOL_game_start:main branch.\nNew commits to godot:master adding various features and fixes.\nUnify tangents in obj on godot:unify-tangents-obj branch.\nUpdates to manuals:main branch.\nAddition of mtlx on godot:godot-mtlx-4.2 branch.\nUpdates to godot-usd:main branch\nUpdated https://saracenone.itch.io/groups-4x on godot engine master (4.3). DX12 is not enabled.\n\n\n\n\n\nForce-pushed changes to various branches in the godot repository.\nMerged pull requests on V-Sekai.xr-grid:main branch.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nNot applicable for this month.\n\n\n\n\n\nRemoval of git submodules on godot-mtlx:godot-rebase branch.\n\n\n\n\n\nSecurity Best Practices: Applied security best practices as recommended by StepSecurity.\n\nThis project does not adhere to Semantic Versioning."
+ "text": "I reduced iteration times on the V-Sekai cicd from 1.5 hours to 2-10 minutes.\nI also stopped merging incomplete work. Every merge commit should stand on its own."
},
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+ "objectID": "changelog/2025/20250205-deck-log.html",
+ "href": "changelog/2025/20250205-deck-log.html",
+ "title": "V-Sekai Deck Log - 2025-02-05",
"section": "",
- "text": "Not applicable for this month."
+ "text": "V-Sekai Deck Log - 2025-02-05\n\n1. Date: 2025-02-05\n2. Project Status - Team Activity:\n\nLocation: Vancouver Region (YVR)\nEnvironmental Conditions: Winter season (no active precipitation)\nActive Contributors: 5 (Astral Druid, Fire, iffn, Lyuma, dragonhunt02).\n\nAstral Druid: Art direction + coordinating event prep.\niffn: Refining prototype environment (trees, ship).\nLyuma: Debugging VR UI Ray Casting; Investigating UID duplication.\niFire: Object add/delete/vote prototype.\ndragonhunt02: CI/CD stability checks.\n\nGroup Activities:\n\nOMIGROUP meeting conducted\nIndustry group meeting (details unspecified)\n\n\n3. Technical Updates:\n\nCodebase Health:\n\nVR UI Ray Casting: Progress made, but not resolved.\nObject prototype: Development ongoing (no % estimate).\nResource System: Investigating uid+path alternatives for duplication issues\n\n\n4. Blockers:\n\n🛑 Active:\n\nVR UI Ray Casting (Lyuma)\nUID duplication in resource system (Lyuma)\n\n🛑 New:\n\nOpenXR Quest 3 compile error (dragonhunt02) - GodotEngine#88358\nOmigroup email system outage (Team)\n\n\n5. Planned Work:\n\nKey Goals for 02-05:\n\nLyuma: Resolve VR UI blocker and prototype UID solutions\nFire: Deliver prototype draft + finalize deck log documentation\nAstral, iffn: Complete event demo environment by 2025-02-14\n\n\n6. Leadership Decisions:\n\nWeekly check-ins to assess blocker/prototype status.\nApproved CI/CD improvements to support team workflows.\n\n\nStatus: ✅ Locked."
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+ "objectID": "changelog/2025/20250207-deck-log.html",
+ "href": "changelog/2025/20250207-deck-log.html",
+ "title": "V-Sekai Deck Log - 2025-02-07",
"section": "",
- "text": "V-Sekai Deck Log - 2025-02-04\n\n1. Date: 2025-02-04\n2. Project Status - Team Activity:\n\nActive Contributors: 5 (Astral Druid, Fire, iffn, Lyuma, dragonhunt02).\n\nAstral Druid: Art direction + coordinating event prep.\niffn: Refining prototype environment (trees, ship).\nLyuma: Debugging VR UI Ray Casting.\niFire: Object add/delete/vote prototype.\ndragonhunt02: CI/CD stability checks; merged timestamp fix (PR #489).\n\n\n3. Technical Updates:\n\nCodebase Health:\n\nVR UI Ray Casting: Progress made, but not resolved.\nCI/CD: Implemented hourly timestamp granularity (11e7713) to prevent rebuild collisions.\nObject prototype: Development ongoing (no % estimate).\n\n\n4. Blockers:\n\n🛑 Active: VR UI Ray Casting (Lyuma)\n\n5. Planned Work:\n\nKey Goals for 02-04:\n\nLyuma: Resolve VR UI blocker\nFire: Deliver prototype draft + finalize log documentation\nAstral, iffn: Finalize event demo environment\n\n\n6. Leadership Decisions:\n\nWeekly check-ins to assess blocker/prototype status.\nApproved CI/CD improvements to support team workflows.\n\n\nStatus: ✅ Locked."
+ "text": "V-Sekai Deck Log - 2025-02-07\n\n1. Date: 2025-02-07 (Friday)\n2. Project Status - Team Activity:\n\nLocation: Vancouver Region (YVR)\nEnvironmental Conditions: Winter season, -3 celsius\nActive Contributors: 5 (Astral Druid, Fire, iffn, Lyuma)\n\nAstral Druid:\n\nArt direction\ncoordinating event prep\n\niffn: Refining prototype environment (trees, ship)\nLyuma: Debugging VR UI Ray Casting\nFire:\n\nObject add/delete/vote prototype\nCommissioned to write a QBO importer.\nChores\n\nAdd gdscript lint\nAdd gdscript format\nUpdate uid\nUpdate meshes\n\n\n\nGroup Activities:\n\nAdhoc V-Sekai meetings\n\nFire x Astral Druid\n\n\n\n3. Technical Updates:\n\nCodebase Health:\n\nNone\n\n\n4. Blockers:\n\n🛑 Active:\n\nVR UI Ray Casting (Lyuma)\n\n🛑 New:\n\nNone\n\n\n5. Planned Work:\n\nKey Goals for 02-05:\n\nLyuma: Resolve VR UI blocker and prototype UID solutions\nFire: Deliver prototype draft\nGDC 2025 replanning required due to unannounced organizer changes\n\n\n6. Leadership Decisions:\n\nWeekly check-ins continuing"
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index c33065a822..946286ebf7 100644
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