diff --git a/docs/changelog.html b/docs/changelog.html index b6b41ca0ef..de4c9b0274 100644 --- a/docs/changelog.html +++ b/docs/changelog.html @@ -236,232 +236,237 @@

Changes to V-Sekai

- + + +V-Sekai Deck Log - 2025-02-08 + + + V-Sekai Deck Log - 2025-02-07 - + V-Sekai Deck Log - 2025-02-06 - + V-Sekai Deck Log - 2025-02-05 - + V-Sekai Deck Log - 2025-02-04 - + V-Sekai Deck Log - 2025-02-03 - + V-Sekai Changelog - December 2024 - + V-Sekai Changelog - November 2024 - + V-Sekai Changelog - October 2024 - + V-Sekai Changelog - September 2024 - + V-Sekai Changelog - July 2024 - + Special Notice: V-Sekai 2023-2024 - + V-Sekai Changelog - June 2024 - + V-Sekai Changelog - May 2024 - + V-Sekai Changelog - March 2024 - + V-Sekai Changelog - February 2024 - + V-Sekai Changelog - January 2024 - + V-Sekai Changelog - December 2023 - + V-Sekai Changelog - November 2023 - + V-Sekai Changelog - October 2023 - + V-Sekai Changelog - September 2023 - + V-Sekai Changelog - August 2023 - + V-Sekai Changelog - July 2023 - + V-Sekai Changelog - 2023-06 - + V-Sekai Changelog - 2023-05 - + V-Sekai Changelog - 2023-03 - + V-Sekai Changelog - 2023-02 - + V-Sekai Changelog - 2023-01 - + V-Sekai Changelog - 2022-12 - + V-Sekai Changelog - 2022-11 - + V-Sekai Changelog - 2022-10 - + V-Sekai Changelog - 2022-09 - + V-Sekai Changelog - 2022-08 - + V-Sekai Changelog - 2022-06 - + V-Sekai Changelog - 2022-05 - + V-Sekai Changelog - 2022-04 - + V-Sekai Changelog - 2022-03 - + V-Sekai Changelog - 2022-02 - + V-Sekai Changelog - 2022-01 - + V-Sekai Changelog - 2021-11 - + V-Sekai Changelog - 2021-10 - + V-Sekai Changelog - 2021-09 - + V-Sekai Changelog - 2021-08 - + V-Sekai Changelog - 2021-07 - + V-Sekai Changelog - 2021-06 - + V-Sekai Changelog - 2021-05 - + V-Sekai Changelog - 2021-04 diff --git a/docs/changelog.xml b/docs/changelog.xml index 5c52e5f247..c6d97387cc 100644 --- a/docs/changelog.xml +++ b/docs/changelog.xml @@ -10,7 +10,85 @@ quarto-1.6.40 -Sat, 08 Feb 2025 06:33:53 GMT +Sun, 09 Feb 2025 01:59:00 GMT + + + https://v-sekai.github.io/manuals/changelog/2025/20250208-deck-log.html + +

V-Sekai Deck Log - 2025-02-08

+
+

1. Date: 2025-02-08 (Saturday)

+

2. Project Status - Team Activity:

+
    +
  • Location: Vancouver Region (YVR)

  • +
  • Environmental Conditions: Winter season, -2 celsius

  • +
  • Active Contributors: 5 (Astral Druid, Fire, iffn, Lyuma)

    +
      +
    • Astral Druid: +
        +
      • Art direction
      • +
      • coordinating event prep
      • +
    • +
    • iffn: Refining prototype environment (trees, ship)
    • +
    • Lyuma: Debugging VR UI Ray Casting
    • +
    • Fire: +
        +
      • Object add/delete/vote prototype
      • +
    • +
  • +
  • Group Activities:

    +
      +
    • Adhoc V-Sekai meetings +
        +
      • Fire x Astral Druid
      • +
      • Lyuma x Astral x Fire x iffn
      • +
    • +
  • +
+

3. Technical Updates:

+
    +
  • Codebase Health: +
      +
    • None
    • +
  • +
+

4. Blockers:

+
    +
  • 🛑 Active: +
      +
    • VR UI Ray Casting (Lyuma)
    • +
  • +
  • 🛑 New: +
      +
    • None
    • +
  • +
+

5. Planned Work:

+
    +
  • Key Goals: +
      +
    • Lyuma: Resolve VR UI blocker
    • +
    • Fire: Deliver prototype draft
    • +
    • GDC 2025 replanning required due to unannounced organizer changes
    • +
  • +
+

6. Leadership Decisions:

+
    +
  • Weekly check-ins continuing
  • +
+ + + + + ]]>
+ https://v-sekai.github.io/manuals/changelog/2025/20250208-deck-log.html + Sun, 09 Feb 2025 01:59:00 GMT +
https://v-sekai.github.io/manuals/changelog/2025/20250207-deck-log.html @@ -94,7 +172,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2025/20250207-deck-log.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -175,7 +253,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2025/20250206-deck-log.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -251,7 +329,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2025/20250205-deck-log.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -311,7 +389,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2025/20250204-deck-log.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -367,7 +445,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2025/20250203-deck-log.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -462,7 +540,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20241218-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -565,7 +643,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20241102-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -647,7 +725,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20241003-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -720,7 +798,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20240901-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -820,7 +898,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20240701-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -890,7 +968,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20240625-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -966,7 +1044,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20240603-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -1041,7 +1119,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20240505-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -1114,7 +1192,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20240330-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -1190,7 +1268,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20240202-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -1263,7 +1341,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2024/20240101-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -1338,7 +1416,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2023/20231207-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -1443,7 +1521,7 @@ ]]> https://v-sekai.github.io/manuals/changelog/2023/20231109-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT @@ -1534,82 +1612,7 @@ font-style: inherit;">./extract.sh ]]> https://v-sekai.github.io/manuals/changelog/2023/20231001-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT - - - - https://v-sekai.github.io/manuals/changelog/2023/20230901-changelog.html - -

V-Sekai Changelog - September 2023

-
-

[Unreleased]

-
-

Added

-
    -
  • 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.
  • -
-
-
-
-

Changed

-
-

Fixed

-
-
-

Deprecated

-
    -
  • Not applicable for this month.
  • -
-
-
-

Removed

-
-
-

Security

-
    -
  • Not applicable for this month.
  • -
-

This project does not adhere to Semantic Versioning.

-
-
-
-

[Previous Releases]

-
    -
  • Not applicable for this month.
  • -
-

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

-

Launcher https://gist.github.com/fire/e5a16d3e738e8575b8ce7f527c245d27

-

People are asking about 3d ik so I need to increase the code quality of https://github.com/V-Sekai/renik

- - -
- - - ]]>
- https://v-sekai.github.io/manuals/changelog/2023/20230901-changelog.html - Sat, 08 Feb 2025 06:33:53 GMT + Sun, 09 Feb 2025 01:59:00 GMT
diff --git a/docs/changelog/2025/20250208-deck-log.html b/docs/changelog/2025/20250208-deck-log.html new file mode 100644 index 0000000000..63ef30eead --- /dev/null +++ b/docs/changelog/2025/20250208-deck-log.html @@ -0,0 +1,801 @@ + + + + + + + + + +deck-log – V-Sekai - Manuals + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
+ +
+ +
+ + + + +
+ + + + +
+

V-Sekai Deck Log - 2025-02-08

+
+

1. Date: 2025-02-08 (Saturday)

+

2. Project Status - Team Activity:

+
    +
  • Location: Vancouver Region (YVR)

  • +
  • Environmental Conditions: Winter season, -2 celsius

  • +
  • Active Contributors: 5 (Astral Druid, Fire, iffn, Lyuma)

    +
      +
    • Astral Druid: +
        +
      • Art direction
      • +
      • coordinating event prep
      • +
    • +
    • iffn: Refining prototype environment (trees, ship)
    • +
    • Lyuma: Debugging VR UI Ray Casting
    • +
    • Fire: +
        +
      • Object add/delete/vote prototype
      • +
    • +
  • +
  • Group Activities:

    +
      +
    • Adhoc V-Sekai meetings +
        +
      • Fire x Astral Druid
      • +
      • Lyuma x Astral x Fire x iffn
      • +
    • +
  • +
+

3. Technical Updates:

+
    +
  • Codebase Health: +
      +
    • None
    • +
  • +
+

4. Blockers:

+
    +
  • 🛑 Active: +
      +
    • VR UI Ray Casting (Lyuma)
    • +
  • +
  • 🛑 New: +
      +
    • None
    • +
  • +
+

5. Planned Work:

+
    +
  • Key Goals: +
      +
    • Lyuma: Resolve VR UI blocker
    • +
    • Fire: Deliver prototype draft
    • +
    • GDC 2025 replanning required due to unannounced organizer changes
    • +
  • +
+

6. Leadership Decisions:

+
    +
  • Weekly check-ins continuing
  • +
+ + +
+ +
+ +
+ + + + + + \ No newline at end of file diff --git a/docs/decisions.html b/docs/decisions.html index d2349059fe..5c1c38f50e 100644 --- a/docs/decisions.html +++ b/docs/decisions.html @@ -230,7 +230,7 @@

Decisions of V-Sekai

- + Proposed: Template @@ -241,7 +241,7 @@

Decisions of V-Sekai

present-proposal-template.md - + Accepted: AI-Assisted Style Guide @@ -252,7 +252,7 @@

Decisions of V-Sekai

ai-assisted-proposal-style-guide.md - + Proposed: Daily Deck Log @@ -263,7 +263,7 @@

Decisions of V-Sekai

20250203-daily-deck-log.md - + Accepted: World Godot Build Dispatch @@ -274,7 +274,7 @@

Decisions of V-Sekai

20250130-world-godot-build-dispatch.md - + Rejected: Scene entity add & delete with an overlay @@ -285,7 +285,7 @@

Decisions of V-Sekai

20250126-scene-entity-add-delete-with-lens.md - + Proposed: Mesh Primitive Outline as Hologram @@ -296,7 +296,7 @@

Decisions of V-Sekai

20250126-primitive-outline.md - + Proposed: Multiplayer Sync Between Different Godot Instances @@ -307,7 +307,7 @@

Decisions of V-Sekai

20250126-multiplayer-sync-between-godot-instances.md - + Proposed: Implement MSFT Texture dds in Godot Engine @@ -318,7 +318,7 @@

Decisions of V-Sekai

20250123-implement-msft-texture-dds-in-godot.md - + Accepted: Godot Engine HTTP Server for GLB Download and Repack @@ -329,7 +329,7 @@

Decisions of V-Sekai

20250122-VRChat-Loader-with-Godot-Engine.md - + Accepted: VRChat Loader with Godot Engine HTTP Server Next @@ -340,7 +340,7 @@

Decisions of V-Sekai

20250122-VRChat-Loader-with-Godot-Engine-next.md - + Accepted: V-Sekai discussion Jan 18, 2025 @@ -351,7 +351,7 @@

Decisions of V-Sekai

20250118-discussion.md - + Accepted: Sparkly Valve Index Display Fix @@ -362,7 +362,7 @@

Decisions of V-Sekai

20250103-sparkly-valve-index-fix.md - + What is the context of the proposal? @@ -373,7 +373,7 @@

Decisions of V-Sekai

20241229-one-prototyping-stack.md - + Proposed: The Wandering Dancer - Prototype @@ -384,7 +384,7 @@

Decisions of V-Sekai

20241222-wandering-dancer.md - + Proposed: The Wandering Bakery - Prototype @@ -395,7 +395,7 @@

Decisions of V-Sekai

20241221-wandering-bakery.md - + Proposed: Discord on the Sidequest @@ -406,7 +406,7 @@

Decisions of V-Sekai

20241220-discord-quest-3.md - + Draft: Character Concept Art Creation @@ -417,7 +417,7 @@

Decisions of V-Sekai

20241220-character-concept-art-creation.md - + Draft: Use FBX UDIMMs with FBX UDIM Unpacker in Godot Engine @@ -428,7 +428,7 @@

Decisions of V-Sekai

20241219-unpack-fbx-udimms.md - + Draft: Scriptable Interactive Signs in V-Sekai @@ -439,7 +439,7 @@

Decisions of V-Sekai

20241219-scriptable-sign.md - + Draft: Will-o-Wisp Proto-Avatar @@ -450,7 +450,7 @@

Decisions of V-Sekai

20241218-will-o-wisp-proto-avatar.md - + Draft: Update V-Sekai Charter to 2024 @@ -461,7 +461,7 @@

Decisions of V-Sekai

20241210-vsekai-charter.md - + Accepted: Godot Animation streaming @@ -472,7 +472,7 @@

Decisions of V-Sekai

20241112-godot-animation-streaming.md - + Draft: Plan November 2024. @@ -483,7 +483,7 @@

Decisions of V-Sekai

20241102-plan-november-2024.md - + Proposal: Use Data Tables for Godot Constraints @@ -494,7 +494,7 @@

Decisions of V-Sekai

20241028-use-data-tables-for-godot-constraints.md - + Draft: Reduce Size Difference Between Capsules and Mesh Volume @@ -505,7 +505,7 @@

Decisions of V-Sekai

20241019-reduce-size-difference-between-capsules-and-mesh-volume.md - + Draft: Evaluate three proposals for V-Sekai content distribution @@ -516,7 +516,7 @@

Decisions of V-Sekai

20241016-instantiating-v-sekai-content.md - + Draft: Editing Character Body Bone Constraints in Immersive Mode @@ -527,7 +527,7 @@

Decisions of V-Sekai

20241014-xr-interface-for-rigging.md - + Draft: Basic Real-Time Interaction for Character and World Scenes @@ -538,7 +538,7 @@

Decisions of V-Sekai

20241014-basic-realtime-interaction.md - + Draft: Updater No-Op Implementation Using Velopack @@ -549,7 +549,7 @@

Decisions of V-Sekai

20241014-app-updater.md - + Draft: Recovering MakeHuman Parameters Using Depth Map Comparison with Godot Engine @@ -560,7 +560,7 @@

Decisions of V-Sekai

20241011-recovering-makehuman-parameters.md - + Accepted: Restoring Default User Directory Structure in Windows 11 @@ -571,7 +571,7 @@

Decisions of V-Sekai

20241006-restore-onedrive-shortcut-overrides.md - + Draft: Small V-Sekai Creation Tools @@ -582,7 +582,7 @@

Decisions of V-Sekai

20241001-small-game-tools.md - + Accepted: Godot Engine XR Elite HMD Conference Setup @@ -593,7 +593,7 @@

Decisions of V-Sekai

20240914-godot-engine-xr-elite-conference-setup.md - + Draft: Revised Tracker Configuration and Constraints for HTC VIVE XR Elite @@ -604,7 +604,7 @@

Decisions of V-Sekai

20240905-revised-tracker-configuration-and-constraints.md - + Accepted: Transition to Dokku from Kubernetes @@ -615,7 +615,7 @@

Decisions of V-Sekai

20240830-use-dokku-to-host-vsk-backend.md - + Accepted: PCI-E Lane Depletion and Thunderbolt 4 Issues @@ -626,7 +626,7 @@

Decisions of V-Sekai

20240830-pcie-lane-depletion-thunderbolt-4-issues.md - + Draft: FFMPEG Wave/Mic and Speaker/Play @@ -637,7 +637,7 @@

Decisions of V-Sekai

20240824-ffmpeg-wav-mic-speaker-play.md - + Draft: Improving Connectivity for Valve StreamVR Light House Dongles @@ -648,7 +648,7 @@

Decisions of V-Sekai

20240810-steamvr-dongles-separate.md - + Proposal: Core V-Sekai Scripting with Wasm @@ -659,7 +659,7 @@

Decisions of V-Sekai

20240717-core-vsekai-scripting.md - + Draft: Create a Conceptual Model of VRChat Networking @@ -670,7 +670,7 @@

Decisions of V-Sekai

20240715-vrchat-networking-mental-model.md - + Draft: Use shrink wrap blender modifier to fit @@ -681,7 +681,7 @@

Decisions of V-Sekai

20240712-use-shrinkwrap-blender-modiifer-to-fit.md - + Draft: Networking PCVR with the Web @@ -692,7 +692,7 @@

Decisions of V-Sekai

20240710-web-and-pcvr-networking.md - + Draft: Use WebRTC to Native to Interop with Godot Engine @@ -703,7 +703,7 @@

Decisions of V-Sekai

20240710-use-webrtc-to-native-interop.md - + Draft: Use Godot Engine Web Threaded @@ -714,7 +714,7 @@

Decisions of V-Sekai

20240710-use-godot-engine-web-threaded.md - + Deprecated: Focus on PCVR and the Web @@ -725,7 +725,7 @@

Decisions of V-Sekai

20240710-platform-focus-on-pcvr-and-web.md - + Draft: Convert Blender CC0 Base Mesh to Godot Engine T-Pose @@ -736,7 +736,7 @@

Decisions of V-Sekai

20240710-convert-blender-cc0-base-mesh-to-godot-engine-t-pose.md - + Draft: Art Direction in V-Sekai Process @@ -747,7 +747,7 @@

Decisions of V-Sekai

20240710-art-direction-in-vsekai.md - + Draft: A Wired-First Strategy for PCVR @@ -758,7 +758,7 @@

Decisions of V-Sekai

20240709-wired-first.md - + Draft: Set Nvidia Watt Limit with Anwave @@ -769,7 +769,7 @@

Decisions of V-Sekai

20240709-anwave-set-nvidia-watt-limit.md - + Draft: V-Sekai: My Life as a Princess @@ -780,7 +780,7 @@

Decisions of V-Sekai

20240708-vsekai-my-life-as-a-queen.md - + Draft: Maximum Streaming Bill of Materials Setup for Motion Capture @@ -791,7 +791,7 @@

Decisions of V-Sekai

20240706-motion-capture-bill-of-materials.md - + Proposal: RPG Town in V-Sekai @@ -802,7 +802,7 @@

Decisions of V-Sekai

20240705-rpg_town.md - + Draft: Use motion transformers for motion prediction @@ -813,7 +813,7 @@

Decisions of V-Sekai

20240630-use-motion-transformers-for-prediction.md - + Superceded: RISCV Binaries as Shared Libraries @@ -824,7 +824,7 @@

Decisions of V-Sekai

20240627-gdextension-as-libriscv.md - + Draft: Every Commit Push Pass Cicd @@ -835,7 +835,7 @@

Decisions of V-Sekai

20240627-every-commit-push-pass-cicd.md - + Draft: Update python3 macOS Certificates @@ -846,7 +846,7 @@

Decisions of V-Sekai

20240626-update-python3-macos-certicates.md - + Draft: Why did we build “Uro”? @@ -857,7 +857,7 @@

Decisions of V-Sekai

20240623-what-is-uro-backend.md - + Draft: Talk Length Game Prototypes @@ -868,7 +868,7 @@

Decisions of V-Sekai

20240623-talk-length-prototypes.md - + Proposal: Only Save Tools in Our CDN @@ -879,7 +879,7 @@

Decisions of V-Sekai

20240623-only-save-tools-in-our-cdn.md - + Draft: Use GitHub Actions and Digital Ocean Spaces for a V-Sekai Launcher @@ -890,7 +890,7 @@

Decisions of V-Sekai

20240623-do-cdn-for-launcher.md - + Draft: Create a process for testing V-Sekai. @@ -901,7 +901,7 @@

Decisions of V-Sekai

20240622-process-for-testing-vsekai.md - + Accepted: GoCD Agent Docker Image Update @@ -912,7 +912,7 @@

Decisions of V-Sekai

20240622-gocd-agent-docker-image-update.md - + Draft: Build V-Sekai editor for many platforms @@ -923,7 +923,7 @@

Decisions of V-Sekai

20240622-build-for-many-platforms.md - + Draft: Command Traces with Server Backend @@ -934,7 +934,7 @@

Decisions of V-Sekai

20240621-proposal-template copy.md - + Draft: Image Captioning Tool @@ -945,7 +945,7 @@

Decisions of V-Sekai

20240621-caption-photos-for-cicd.md - + Draft: Transforming Schedule DAG into a Left-child Right-sibling Binary Tree @@ -956,7 +956,7 @@

Decisions of V-Sekai

20240618-schedule-as-binary-tree.md - + Draft: 4 Player Test V-Sekai @@ -967,7 +967,7 @@

Decisions of V-Sekai

20240618-4-player-test-vsekai.md - + Draft: Triangle to Quad Mesh Dataset Creation @@ -978,7 +978,7 @@

Decisions of V-Sekai

20240616-request-for-quad-mesh-dataset.md - + Draft: Explain the concept of Mesh Transformers @@ -989,7 +989,7 @@

Decisions of V-Sekai

20240615-what-is-mesh-transformers.md - + Draft: Dataset Scaling for Training Mesh Transformer @@ -1000,7 +1000,7 @@

Decisions of V-Sekai

20240613-training-dataset.md - + Draft: Dataset Creation with CSG @@ -1011,7 +1011,7 @@

Decisions of V-Sekai

20240613-training-dataset-creation-with-csg.md - + Draft: Modify the Mesh Transformer for Quads @@ -1022,7 +1022,7 @@

Decisions of V-Sekai

20240613-modifying-the-mesh-transformer-for-quads.md - + Draft: Training Mesh Transformer for 3D Avatar Creation @@ -1033,7 +1033,7 @@

Decisions of V-Sekai

20240613-1k-quad-limit.md - + Draft: Managing Multiple Training Runs in Separate Pods @@ -1044,7 +1044,7 @@

Decisions of V-Sekai

20240611-test-1x-and-4x.md - + Draft: Switch learning rate to be lower. @@ -1055,7 +1055,7 @@

Decisions of V-Sekai

20240611-lower-learning-rate.md - + Accepted: Better Skeleton Merge with Robust Skin Weight Transfer @@ -1066,7 +1066,7 @@

Decisions of V-Sekai

20240608-skin-weight-transfer-skeleton-merge.md - + Accepted: Use the Humanoid Profile for Character Motion Mirroring @@ -1077,7 +1077,7 @@

Decisions of V-Sekai

20240608-for-skeleton-mirroring-use-the-godot-humanoid.md - + Proposal: Sustainable Version Management for Godot Engine in V-Sekai @@ -1088,7 +1088,7 @@

Decisions of V-Sekai

20240605-sustainable-version-management-for-godot-engine-in-v-sekai.md - + Draft: Improve the Godot Ecosystem @@ -1099,7 +1099,7 @@

Decisions of V-Sekai

20240529-improve-godot-import-ecosystem.md - + Draft: Godot Engine as Wasm Importer @@ -1110,7 +1110,7 @@

Decisions of V-Sekai

20240528-pipeline-godot-wasm-importer.md - + Draft: Draft WebRTC Relay Test @@ -1121,7 +1121,7 @@

Decisions of V-Sekai

20240522-webrtc-relay-test.md - + Draft: shadermotion to BVH @@ -1132,7 +1132,7 @@

Decisions of V-Sekai

20240522-shader-motion-to-bvh.md - + Draft: View the worlds and interact with people in VR without being in VR via a Discord Inward Portal @@ -1143,7 +1143,7 @@

Decisions of V-Sekai

20240522-discord-inworld-portal.md - + Draft: Notify community members and users about activity and updates via a Discord bot @@ -1154,7 +1154,7 @@

Decisions of V-Sekai

20240522-discord-bot.md - + Accepted: Wasm Cache Incident Report @@ -1165,7 +1165,7 @@

Decisions of V-Sekai

20240511-wasm-cache-incident.md - + Rejected: VR Game with 80 Players and One World Server @@ -1176,7 +1176,7 @@

Decisions of V-Sekai

20240511-review-80-vr.md - + Draft: Can I use V-Sekai for 3d assets & 3d extensions? @@ -1187,7 +1187,7 @@

Decisions of V-Sekai

20240502-where-can-I-use-gltf.md - + Draft: Launching the mvsqlite rdbms server @@ -1198,7 +1198,7 @@

Decisions of V-Sekai

20240502-mvsqlite-launchd.md - + Draft: Stress Testing Godot Engine’s Networking System @@ -1209,7 +1209,7 @@

Decisions of V-Sekai

20240502-mesh-object-sync-benchmark.md - + Draft: Process the glTF2 input file and return it as is @@ -1220,7 +1220,7 @@

Decisions of V-Sekai

20240502-membrane-framework-identity-post.md - + Draft: Enable Windows 11 Installation on Older Computers @@ -1231,7 +1231,7 @@

Decisions of V-Sekai

20240502-install-windows-on-older-computers.md - + Draft: Workflows for 3D Model Conversion @@ -1242,7 +1242,7 @@

Decisions of V-Sekai

20240502-gltf-fbx-tscn-vrm.md - + Draft: Stuck / Recharge Cycle @@ -1253,7 +1253,7 @@

Decisions of V-Sekai

20240425-recharge-cycle.md - + Draft: ChatGPT-4 Based Proposal Prompt System @@ -1264,7 +1264,7 @@

Decisions of V-Sekai

20240425-proposal-prompt-system.md - + Accepted: Prioritizing Valve Controllers Over Meta Quest 3 Controllers @@ -1275,7 +1275,7 @@

Decisions of V-Sekai

20240424-reset-steamvr-controllers.md - + Accepted: Building a Metaverse with Glue Mechanic in V-Sekai @@ -1286,7 +1286,7 @@

Decisions of V-Sekai

20240423-building-metaverse-with-glue-mechanic.md - + Draft: Town Courier @@ -1297,7 +1297,7 @@

Decisions of V-Sekai

20240418-college-quest.md - + Draft: Implementing a 3D Previewer for GLTF with XMP Metadata @@ -1308,7 +1308,7 @@

Decisions of V-Sekai

20240416-previewer-upload-gltf-to-glb.md - + Draft: Train quad-based Meshgpt within constraints @@ -1319,7 +1319,7 @@

Decisions of V-Sekai

20240413-training-quad-based-meshgpt-with-40gb-vram.md - + Draft: Calling Open Source LLM with Aria @@ -1330,7 +1330,7 @@

Decisions of V-Sekai

20240413-calling-opensource-llm-with-aria.md - + Draft: Implementing a 3D Multiplayer Movement System with Parented Objects and Inventory Management @@ -1341,7 +1341,7 @@

Decisions of V-Sekai

20240411-multiplayer-movement-with-parented-obejcts.md - + Rejected: Binding GDExtension to a C-like Language for Libgodot to Implement a Distributed Simulation @@ -1352,7 +1352,7 @@

Decisions of V-Sekai

20240411-elixir-libgodot-zig.md - + Draft: Use Bundlex for Binding GDExtension to Elixir for Libgodot to Implement a Distributed Simulation @@ -1363,7 +1363,7 @@

Decisions of V-Sekai

20240411-elixir-libgodot-bundlex.md - + Draft: Implementing Elixir Data Models for Memory, Local, Bulk, and Global Storage @@ -1374,7 +1374,7 @@

Decisions of V-Sekai

20240410-data-storage-elixir.md - + Rejected: RabbitMQ RA vs SQLite on FoundationDB vs CockroachDB @@ -1385,7 +1385,7 @@

Decisions of V-Sekai

20240409-elixir-raft-vs-sqlite-fdb.md - + Rejected: “Sunny Park” Test Case for 3D Tile Sync @@ -1396,7 +1396,7 @@

Decisions of V-Sekai

20240409-crud-godot-tiles.md - + Accepted: Focusing on PCVR vs Android Build vs Web Build @@ -1407,7 +1407,7 @@

Decisions of V-Sekai

20240407-pcvr-vs-standalone.md - + Draft: Web-Based Exploration of V-Sekai @@ -1418,7 +1418,7 @@

Decisions of V-Sekai

20240406-web-based-explore.md - + Draft: Provide a V-Sekai Starter Kit @@ -1429,7 +1429,7 @@

Decisions of V-Sekai

20240406-itch-github-actions.md - + Draft: Material Shader Graphic Shirt with Sharp Edges @@ -1440,7 +1440,7 @@

Decisions of V-Sekai

20240401-shader-graphic.md - + Draft: VRC and VRM compatibility @@ -1451,7 +1451,7 @@

Decisions of V-Sekai

20240331-vrc-vrm-compatibility.md - + Accepted: k8s on harvester hci @@ -1462,7 +1462,7 @@

Decisions of V-Sekai

20240330-k8s-harvester-hci.md - + Draft: Hyperv windows Harvester Test @@ -1473,7 +1473,7 @@

Decisions of V-Sekai

20240330-hyperv-harvester-test.md - + Draft: Integrating Helm for Kubernetes Runner Installation with S3 Cache @@ -1484,7 +1484,7 @@

Decisions of V-Sekai

20240330-gitlab-helm.md - + Draft: CI/CD Setup with Docker and Other Platforms @@ -1495,7 +1495,7 @@

Decisions of V-Sekai

20240330-cicd-gitlab.md - + Draft: Installing Helm Chart from a Git Repository using Rancher @@ -1506,7 +1506,7 @@

Decisions of V-Sekai

20240330-bitnami-rancher-helm-catalog.md - + Draft: V-Sekai Setup as a Ready-to-Go Kit @@ -1517,7 +1517,7 @@

Decisions of V-Sekai

20240329-ready-to-go-kit-windows-11.md - + Draft: Teaching Large Language Models (LLMs) with Goal-Task Planners @@ -1528,7 +1528,7 @@

Decisions of V-Sekai

20240326-verifying-and-finetuning-plans.md - + Draft: “Cafe Serenade” - A VR Dating Sim Experience @@ -1539,7 +1539,7 @@

Decisions of V-Sekai

20240326-heartstrings-vr.md - + Draft: for 3d Asset Schema Design and Database Backend Selection @@ -1550,7 +1550,7 @@

Decisions of V-Sekai

20240325-table-avatar-embedded-xmp.md - + Draft: Synchronizing Blender and FDB-SQLite for Proxy Movement @@ -1561,7 +1561,7 @@

Decisions of V-Sekai

20240325-fdb-sqlite-blender-godot.md - + Draft: V-Sekai Implementation Using SLC Framework @@ -1572,7 +1572,7 @@

Decisions of V-Sekai

20240324-v-sekai-as-slc.md - + Draft: Real-Time Motion Capture and Animation Synchronization @@ -1583,7 +1583,7 @@

Decisions of V-Sekai

20240314-live-collab.md - + Draft: Implement Ra in V-Sekai @@ -1594,7 +1594,7 @@

Decisions of V-Sekai

20240307-rabbitmq-ra.md - + Draft: V-Sekai Game Launcher @@ -1605,7 +1605,7 @@

Decisions of V-Sekai

20240305-v-sekai-launcher.md - + Proposed VRM mtoon in Substance Designer @@ -1616,7 +1616,7 @@

Decisions of V-Sekai

20240218-vrm-substance-editor.md - + Accepted: VRM Acronym Correction @@ -1627,7 +1627,7 @@

Decisions of V-Sekai

20240218-vrm-acronym-correction.md - + Draft: Blender to Godot API Conversion @@ -1638,7 +1638,7 @@

Decisions of V-Sekai

20240218-blender-to-godot.md - + Draft: for using workloads to emulate the usage patterns @@ -1649,7 +1649,7 @@

Decisions of V-Sekai

20240217-workload-benchmarking.md - + Draft: Adoption of Intended Effort Versioning (EffVer) in V-Sekai @@ -1660,7 +1660,7 @@

Decisions of V-Sekai

20240217-intended-effort-versioning.md - + Draft: Implementation of Essential Tuple Normalization Form (ETNF) for relational databases (rdbms, sql) @@ -1671,7 +1671,7 @@

Decisions of V-Sekai

20240217-essential-typle-normalization-form.md - + Draft: Comprehensive Documentation for V-Sekai @@ -1682,7 +1682,7 @@

Decisions of V-Sekai

20240217-documentation-guidelines.md - + Draft: Container2Wasm Integration in V-Sekai @@ -1693,7 +1693,7 @@

Decisions of V-Sekai

20240217-container-2-wasm.md - + Draft: Enhancing Avatar Expressiveness with AI-Generated Blend Shapes @@ -1704,7 +1704,7 @@

Decisions of V-Sekai

20240215-avatar-customization-with-ai-facial-expressions.md - + Draft: Urban Navigator: The City Unveiled @@ -1715,7 +1715,7 @@

Decisions of V-Sekai

20240127-urban-explorer-gdc-2024-sample.md - + Draft: Macos cicd setup. @@ -1726,7 +1726,7 @@

Decisions of V-Sekai

20240121-mac-setup.md - + Draft: Elixir Livebook on Fedora 39 @@ -1737,7 +1737,7 @@

Decisions of V-Sekai

20240121-livebook-fedora-install.md - + Draft: Installing Tailscale on Linux Fedora 39 @@ -1748,7 +1748,7 @@

Decisions of V-Sekai

20240121-install-tailscale.md - + Draft: Easy Diffusion AI Setup on Linux Systems @@ -1759,7 +1759,7 @@

Decisions of V-Sekai

20240121-easy-diffusion-fedora-install.md - + Draft: Advanced VR Armature System for V-Sekai @@ -1770,7 +1770,7 @@

Decisions of V-Sekai

20240120-vr-armature-system.md - + Draft: Provide Pivot Painting Resources @@ -1781,7 +1781,7 @@

Decisions of V-Sekai

20240117-pivot-painting.md - + Draft: Camera matching with fSpy. @@ -1792,7 +1792,7 @@

Decisions of V-Sekai

20240111-fspy.md - + Draft: Fit Clothing on Humans Without Tearing @@ -1803,7 +1803,7 @@

Decisions of V-Sekai

20240111-fit-clothing-on-humans-without-tearing.md - + Draft: Magical Girls College Manager Simulator @@ -1814,7 +1814,7 @@

Decisions of V-Sekai

20240110-magical-girls-college-novel.md - + Draft: 1 Meter Cubed 128 Quantized @@ -1825,7 +1825,7 @@

Decisions of V-Sekai

20240105-1-meter-128-quantize.md - + Deprecated: Valid configuration of Spatiallabs and Openxr @@ -1836,7 +1836,7 @@

Decisions of V-Sekai

20231230-spatiallabs-openvr.md - + Draft: Choosing a terminal emulator for Windows @@ -1847,7 +1847,7 @@

Decisions of V-Sekai

20231229-mRemoteNG.md - + Draft: Byobu terminal multiplexer @@ -1858,7 +1858,7 @@

Decisions of V-Sekai

20231229-byobu.md - + Draft: V-Sekai: Gateways to Virtual Worlds @@ -1869,7 +1869,7 @@

Decisions of V-Sekai

20231228-v-sekai-slogan.md - + Draft: Use the “Punchline Reports” Method @@ -1880,7 +1880,7 @@

Decisions of V-Sekai

20231227-punchline-reports.md - + Draft: Blue Green new shadows for new avatars @@ -1891,7 +1891,7 @@

Decisions of V-Sekai

20231227-blue-green-shadows.md - + Draft: Hardsurface vs Organic @@ -1902,7 +1902,7 @@

Decisions of V-Sekai

20231226-furniture-vs-organic.md - + Draft: Mesh Transformer Expressive Facial Features @@ -1913,7 +1913,7 @@

Decisions of V-Sekai

20231225-mesh-transformer-facial-features.md - + Draft: Mesh Transformer Clothing @@ -1924,7 +1924,7 @@

Decisions of V-Sekai

20231225-mesh-transformer-clothing.md - + Draft: MaterialX try two. @@ -1935,7 +1935,7 @@

Decisions of V-Sekai

20231218-mtlx-try-two.md - + Draft: Automating Game Testing Process Using Appium 2 @@ -1946,7 +1946,7 @@

Decisions of V-Sekai

20231209-appium-testing-win11.md - + Draft: Appium Testing for Windows 11 @@ -1957,7 +1957,7 @@

Decisions of V-Sekai

20231209-appium-testing-fbx-to-gltf.md - + Draft: Triangle Meshes Inferencing with MeshRWKV @@ -1968,7 +1968,7 @@

Decisions of V-Sekai

20231203-mesh-rwkv.md - + Draft: Initial Training of the MeshRWVK Model @@ -1979,7 +1979,7 @@

Decisions of V-Sekai

20231203-mesh-rwkv-test-metrics.md - + Draft: GraphSAGE Embedding Algorithm Explanation @@ -1990,7 +1990,7 @@

Decisions of V-Sekai

20231203-graphsage-embedding-generation.md - + Draft: Seamless Integration of XR Tracking in Godot Engine @@ -2001,7 +2001,7 @@

Decisions of V-Sekai

20231201-xr-hands-animation-node.md - + Draft: Headless Launcher Backend with Elixir and Server-Side CockroachDB @@ -2012,7 +2012,7 @@

Decisions of V-Sekai

20231201-headless-launcher-backend.md - + Accepted: Benchmarking Network Performance for Scalable Multiplayer in Godot @@ -2023,7 +2023,7 @@

Decisions of V-Sekai

20231127-performance-test.md - + Accepted: V-Sekai 2023-11-26 Report @@ -2034,7 +2034,7 @@

Decisions of V-Sekai

20231126-v-sekai-report.md - + Superseded: V-Sekai 2023-11-25 Report @@ -2045,7 +2045,7 @@

Decisions of V-Sekai

20231125-v-sekai-report.md - + Draft: Upload Creative Commons FBX Test Files for Enhanced LOD Optimization in V-Sekai @@ -2056,7 +2056,7 @@

Decisions of V-Sekai

20231114-upload-creative-commons-fbx-test-files.md - + Draft: Enhancing VR Book Reading through SVG Optimization @@ -2067,7 +2067,7 @@

Decisions of V-Sekai

20231114-maintain-svgcleaner.md - + Draft: Defining the List of Godot Types in Elixir Godot Parsers @@ -2078,7 +2078,7 @@

Decisions of V-Sekai

20231114-elixir-definition-of-godot-types.md - + Draft: Validator Service for V-Sekai @@ -2089,7 +2089,7 @@

Decisions of V-Sekai

20231112-validation-service.md - + Draft: Effective V-Sekai project archival strategy @@ -2100,7 +2100,7 @@

Decisions of V-Sekai

20231112-archive-projects.md - + Draft: Evaluate AYON pipeline platform on hosted cloud services @@ -2111,7 +2111,7 @@

Decisions of V-Sekai

20231111-ayon-evaluation.md - + Accepted: V-Sekai dependencies @@ -2122,7 +2122,7 @@

Decisions of V-Sekai

20231110-v-sekai-dependencies.md - + Draft: Efficient Training of LLMs in V-Sekai @@ -2133,7 +2133,7 @@

Decisions of V-Sekai

20231110-efficient-llm-training.md - + Accepted: Overcoming the Blender T-Pose Limitation with Documentation @@ -2144,7 +2144,7 @@

Decisions of V-Sekai

20231110-blender-manual-t-pose.md - + Draft: Enhancing V-Sekai x Godot Engine x AYON for a Superior Workflow @@ -2155,7 +2155,7 @@

Decisions of V-Sekai

20231110-better-pipeline-tools.md - + Draft: Streamlining Game Development with AI-Based Aria’s Guidance @@ -2166,7 +2166,7 @@

Decisions of V-Sekai

20231110-ai-based-outlier-detection.md - + Draft: Character Customization Discord Bot PoC for V-Sekai @@ -2177,7 +2177,7 @@

Decisions of V-Sekai

20231109-discord-polygonjs-generator.md - + Draft: Creation of an ‘Ask V-Sekai’ Chatbot Using Vercel, OpenAI, and Neon PostgreSQL @@ -2188,7 +2188,7 @@

Decisions of V-Sekai

20231108-v-sekai-chat-bot.md - + Draft: PostgreSQL bytea Storage Optimization for V-Sekai’s Edge CDN @@ -2199,7 +2199,7 @@

Decisions of V-Sekai

20231108-postgres-bytea-optimizations.md - + Draft: “Freedom is in a future that you did not have in the past” - A Game Development Philosophy from NieR:Automata @@ -2210,7 +2210,7 @@

Decisions of V-Sekai

20231108-nier-automata-world-expansion.md - + Draft: Development of a Community Polling Discord Bot Using Vercel and Neon PostgreSQL @@ -2221,7 +2221,7 @@

Decisions of V-Sekai

20231108-neon-vercel-functions-toy-problem.md - + Draft: Adopting Neon for a More Manageable Backend at V-Sekai @@ -2232,7 +2232,7 @@

Decisions of V-Sekai

20231108-neon-postgresql.md - + Draft: Adopting Neon’s Bottomless Storage with S3-Compatible Object Store for Edge CDN Data Management @@ -2243,7 +2243,7 @@

Decisions of V-Sekai

20231108-neon-1-gb-scene-storage.md - + Draft: Enhancing V-Sekai Through Effective Documentation @@ -2254,7 +2254,7 @@

Decisions of V-Sekai

20231108-munich-godot-engine-conference.md - + Draft: Ansible Server Provisioning @@ -2265,7 +2265,7 @@

Decisions of V-Sekai

20231108-ansible-new-server-provisioning.md - + Draft: PDF to SVG Conversion for VR Books @@ -2276,7 +2276,7 @@

Decisions of V-Sekai

20231105-pdf-embed-raster-svg-vr.md - + Rejected: Merge Scene Tool for Godot Editor with FlatBuffer-based JSON Serialization @@ -2287,7 +2287,7 @@

Decisions of V-Sekai

20231104-flatbuffer_packed_scenes.md - + Accepted: Write List of Github Pull Requests for Review @@ -2298,7 +2298,7 @@

Decisions of V-Sekai

20231027-write-a-list-of-github-pull-requests.md - + Draft: DreamCraft3D - A Hierarchical 3D Content Generation Method @@ -2309,7 +2309,7 @@

Decisions of V-Sekai

20231027-dreamcraft3d-workflow.md - + Draft: Drawing Concept to Blockout @@ -2320,7 +2320,7 @@

Decisions of V-Sekai

20231027-drawing-concept-to-blockout.md - + Draft: Build a Cozy Apartment in VR for V-Sekai @@ -2331,7 +2331,7 @@

Decisions of V-Sekai

20231027-apartment-building-vr.md - + Draft: Solve Blender versions by locking LTS versions on Blender (3.6) @@ -2342,7 +2342,7 @@

Decisions of V-Sekai

20231026-blender-steam-beta-version.md - + Draft: Implementing Advanced Training Simulators in V-Sekai @@ -2353,7 +2353,7 @@

Decisions of V-Sekai

20231024-training-simulators.md - + Draft: Enhancing Task-Specific Model Performance through Fine-Tuning with Axolotl @@ -2364,7 +2364,7 @@

Decisions of V-Sekai

20231024-finetuning-workflow.md - + Draft: Navigating New Horizons: A Proposal for Expanding Exploration in V-Sekai @@ -2375,7 +2375,7 @@

Decisions of V-Sekai

20231022-hover-to-ocean-game.md - + Draft: Llama CPP AI Model NPC @@ -2386,7 +2386,7 @@

Decisions of V-Sekai

20231020-llama-cpp-mistral-npc.md - + Draft: Valve VR Ecosystem with Quest 3 @@ -2397,7 +2397,7 @@

Decisions of V-Sekai

20231019-quest3-mocap-steam-lighthouse.md - + Draft: Streamlining V-Sekai Performance @@ -2408,7 +2408,7 @@

Decisions of V-Sekai

20230922-spacetime-shadow-shards-sync.md - + Draft: Use embedding search with Godot Engine projects @@ -2419,7 +2419,7 @@

Decisions of V-Sekai

20230920-godot-project-search.md - + Draft: Challenges that need to be addressed in V-Sekai @@ -2430,7 +2430,7 @@

Decisions of V-Sekai

20230913-V-Sekai-bugs.md - + Draft: Address Screen Resolution Compatibility Issues @@ -2441,7 +2441,7 @@

Decisions of V-Sekai

20230912-target-most-popular-resolution.md - + Draft: Improving xr grid with new enhancements @@ -2452,7 +2452,7 @@

Decisions of V-Sekai

20230911-xr-grid-with-drawing.md - + Draft: XPR in Elixir @@ -2463,7 +2463,7 @@

Decisions of V-Sekai

20230911-xpr.exs.md - + Draft: Implementing Semantic Versioning for Alpha Releases in V-Sekai @@ -2474,7 +2474,7 @@

Decisions of V-Sekai

20230911-first-alpha-tag.md - + Draft: Can Poly Green Coords extend to 3d? @@ -2485,7 +2485,7 @@

Decisions of V-Sekai

20230911-can-poly-green-coords-extend-to-3d.md - + Draft: Translation/Transcription Badge with GGML’s Whisper @@ -2496,7 +2496,7 @@

Decisions of V-Sekai

20230908-bendable-screen-generative-assistant-ggml.md - + Rejected: Enabling VRM to Blender Conversion with Cloud GPUs and replicate.com @@ -2507,7 +2507,7 @@

Decisions of V-Sekai

20230903-replicate-vrm-transform.md - + Accepted: Enhancing Map Uploads @@ -2518,7 +2518,7 @@

Decisions of V-Sekai

20230831-fixing-upload-limits.md - + Accepted: Fix menus in-game @@ -2529,7 +2529,7 @@

Decisions of V-Sekai

20230831-fixing-menus.md - + Draft: Expanding Worlds @@ -2540,7 +2540,7 @@

Decisions of V-Sekai

20230830-generating-v-sekai-worlds.md - + Draft: Improving VR Experience @@ -2551,7 +2551,7 @@

Decisions of V-Sekai

20230830-better-object-pick.md - + Draft: Integrating Backend Services @@ -2562,7 +2562,7 @@

Decisions of V-Sekai

20230830-better-backend-services.md - + Draft: OMIFest 2023 - The Call @@ -2573,7 +2573,7 @@

Decisions of V-Sekai

20230829-omifest-2023.md - + Accepted: Use opensubdiv for level of detail @@ -2584,7 +2584,7 @@

Decisions of V-Sekai

20230824-subdiv-for-lods.md - + Draft: Developing a Unified Model for Speech-to-Facial Shape Generation Using Outlines 〰 Library @@ -2595,7 +2595,7 @@

Decisions of V-Sekai

20230823-speech-to-blendshapes.md - + Draft: Following Tracks: Enhancing VR Train Station Simulation in V-Sekai using Godot Engine @@ -2606,7 +2606,7 @@

Decisions of V-Sekai

20230819-train-game.md - + Rejected: Rewriting Mixer Broadcaster Into Membrane Framework Pipelines @@ -2617,7 +2617,7 @@

Decisions of V-Sekai

20230813-mixer-broadcaster-into-membrane-framework copy.md - + Draft: Transitioning to Membrane Framework Pipelines with JSON-RPC Blender Runner @@ -2628,7 +2628,7 @@

Decisions of V-Sekai

20230813-blender-runner-into-membrane-framework.md - + Draft: Update V-Sekai game engine procedure @@ -2639,7 +2639,7 @@

Decisions of V-Sekai

20230812-vsekai-update-process.md - + Draft: Procedure to unmerge and then merge solves a V-Sekai source code broken tree @@ -2650,7 +2650,7 @@

Decisions of V-Sekai

20230812-unmerge-and-merge-procedure-source-code-tree.md - + Draft: Configuring GoCD Agents in V-Sekai @@ -2661,7 +2661,7 @@

Decisions of V-Sekai

20230812-gocd-agent-setup.md - + Draft: Constrain the entire Godot Humanoid Skeleton @@ -2672,7 +2672,7 @@

Decisions of V-Sekai

20230812-constraint-all-bones.md - + Accepted: Punchline based reports @@ -2683,7 +2683,7 @@

Decisions of V-Sekai

20230811-punchline-reports.md - + Draft: V-Sekai Navigation Compatibility with VR @@ -2694,7 +2694,7 @@

Decisions of V-Sekai

20230806-v-sekai-ipad-projection-compatibility.md - + Draft: Sonic Symphony: Crafting Melodies with Machine Intelligence @@ -2705,7 +2705,7 @@

Decisions of V-Sekai

20230806-music-gen.md - + Draft: Dokku for V-Sekai URO Backend Services Hosting and Development @@ -2716,7 +2716,7 @@

Decisions of V-Sekai

20230804-dokku.md - + Accepted: Git Subrepo Addon Management @@ -2727,7 +2727,7 @@

Decisions of V-Sekai

20230803-subrepo-addon-management.md - + Accepted: Completing VRM 1.0 Support and Publishing to Godot Engine Asset Library @@ -2738,7 +2738,7 @@

Decisions of V-Sekai

20230803-publish-vrm-to-assetlibrary.md - + Draft: Port Godot Jolt from GDExtension to C++ Module @@ -2749,7 +2749,7 @@

Decisions of V-Sekai

20230803-jolt-gextension-to-module.md - + Draft: Social RPG World Proposal @@ -2760,7 +2760,7 @@

Decisions of V-Sekai

20230803-idle-rpg-home.md - + Draft: Solve Renik directly rather than through many bone ik @@ -2771,7 +2771,7 @@

Decisions of V-Sekai

20230726-solve-renik-directly-rather-than-many-bone-ik.md - + Draft: Enhancing the Many Bone IK Configuration @@ -2782,7 +2782,7 @@

Decisions of V-Sekai

20230719-pose-kusudama-constraints-in-vr.md - + Draft: Game simulation server sidekick process @@ -2793,7 +2793,7 @@

Decisions of V-Sekai

20230719-dual-databases-cockroachdb-khepri.md - + Draft: Enhancing Avatar Creation Process in V-Sekai Advanced @@ -2804,7 +2804,7 @@

Decisions of V-Sekai

20230716-enhancing-avatar-creation-process-02-advanced.md - + Draft: Enhancing Avatar Creation Process in V-Sekai Regular @@ -2815,7 +2815,7 @@

Decisions of V-Sekai

20230716-enhancing-avatar-creation-process-01-regular.md - + Draft: V-Sekai Feature Enhancement Proposal @@ -2826,7 +2826,7 @@

Decisions of V-Sekai

20230701-vsekai-broken-down-goals.md - + Accepted: V-Sekai Meeting - Friday, June 30, 2023 @@ -2837,7 +2837,7 @@

Decisions of V-Sekai

20230630-vsekai-goal-meeting.md - + Draft: Ship Godot Engine VRM1 to solve portable humanoid avatars @@ -2848,7 +2848,7 @@

Decisions of V-Sekai

20230626-godot-vrm1-addon.md - + Accepted: V-Sekai Roadmap and Goals 2023-06-24 @@ -2859,7 +2859,7 @@

Decisions of V-Sekai

20230624-v-sekai-roadmap.md - + Draft: Implementing Feedback Delay Networks for Enhanced Audio Reverb Simulation in V-Sekai @@ -2870,7 +2870,7 @@

Decisions of V-Sekai

20230623-fdn-reverb-solution.md - + Draft: Large language model t5 generating xstate json reliabily for digital beings @@ -2881,7 +2881,7 @@

Decisions of V-Sekai

20230620-t5-jsonformer-xstate.md - + Draft: A Potential Solution for V-Sekai’s Identifier Assignment Challenge @@ -2892,7 +2892,7 @@

Decisions of V-Sekai

20230620-doi-github.md - + Rejected: V-Sekai Database Solution for 50,000 Concurrent Online Users @@ -2903,7 +2903,7 @@

Decisions of V-Sekai

20230619-move-cockroachdb-to-yugabyte.md - + Draft: Networked Procedural Generation as a Sidecar to the Godot Engine Server @@ -2914,7 +2914,7 @@

Decisions of V-Sekai

20230619-membrane-framework-for-mesh-processing.md - + Accepted: V-Sekai Roadmap and Goals 2023-06-18 @@ -2925,7 +2925,7 @@

Decisions of V-Sekai

20230618-v-sekai-roadmap.md - + Draft: V-Sekai Bone Hierarchy Conversion @@ -2936,7 +2936,7 @@

Decisions of V-Sekai

20230616-pmx-to-vrm.md - + Draft: Increase variety and quality with generated animation trees @@ -2947,7 +2947,7 @@

Decisions of V-Sekai

20230614-llm-statechart.md - + Draft: Wasm in V-Sekai Proposal @@ -2958,7 +2958,7 @@

Decisions of V-Sekai

20230611-wasm-in-v-sekai.md - + Superseded: V-Sekai Roadmap and Goals 2023-06-08 @@ -2969,7 +2969,7 @@

Decisions of V-Sekai

20230608-v-sekai-roadmap.md - + Superseded: V-Sekai Roadmap and Goals 2023-06-02 @@ -2980,7 +2980,7 @@

Decisions of V-Sekai

20230602-v-sekai-roadmap.md - + Draft: Pmx module integration @@ -2991,7 +2991,7 @@

Decisions of V-Sekai

20230602-pmx-module-integration.md - + Draft: Capturing accurate body movements with limited tracker placement @@ -3002,7 +3002,7 @@

Decisions of V-Sekai

20230602-limited-tracker-placement.md - + Draft: Propose a solution to improve V-Sekai contributors’ design skills for navigating 3D environments @@ -3013,7 +3013,7 @@

Decisions of V-Sekai

20230531-godot-engine-learning.md - + Draft: Build a Single-Instance MacOS Editor for the iPad @@ -3024,7 +3024,7 @@

Decisions of V-Sekai

20230531-godot-engine-ipad.md - + Superseded: V-Sekai Roadmap and Goals 2023-05-19 @@ -3035,7 +3035,7 @@

Decisions of V-Sekai

20230527-v-sekai-roadmap.md - + Draft: Efficiently managing and synchronizing game data with a server sidecar @@ -3046,7 +3046,7 @@

Decisions of V-Sekai

20230527-server-sidecar.md - + Draft: Implement server-side content validation export followed by a sanitization service and CDN support @@ -3057,7 +3057,7 @@

Decisions of V-Sekai

20230527-server-side-content-validation.md - + Draft: Generating Random Text Data for testing V-Sekai systems @@ -3068,7 +3068,7 @@

Decisions of V-Sekai

20230527-server-performance-test.md - + Draft: Handling access to session based game data @@ -3079,7 +3079,7 @@

Decisions of V-Sekai

20230527-server-cdn-session-url.md - + Draft: Finding ways to attract users, developers, and creators sustaining V-Sekai @@ -3090,7 +3090,7 @@

Decisions of V-Sekai

20230527-organization.md - + Draft: Create a 12x12 meter 3D demo map with 2-meter-high obstacles and walls @@ -3101,7 +3101,7 @@

Decisions of V-Sekai

20230527-godot-test-game.md - + Draft: Convert IK solvers to be using the AnimationTree @@ -3112,7 +3112,7 @@

Decisions of V-Sekai

20230525-animation-ik-node.md - + Draft: Improve V-Sekai marketing @@ -3123,7 +3123,7 @@

Decisions of V-Sekai

20230523-marketing-cycle.md - + Rejected: Defeating your fictional enemies in their blood @@ -3134,7 +3134,7 @@

Decisions of V-Sekai

20230522-JOKE-fictional-blood-combat.md - + Draft: Improving Jitter-Buffer Implementation for Voice Chat in V-Sekai Projects @@ -3145,7 +3145,7 @@

Decisions of V-Sekai

20230521-audio-jitter-buffer-voip.md - + Superseded: V-Sekai Roadmap and Goals 2023-05-19 @@ -3156,7 +3156,7 @@

Decisions of V-Sekai

20230519-v-sekai-roadmap.md - + Draft: Add VRM portable avatars and OMI_personality to the GLTF Transform tool @@ -3167,7 +3167,7 @@

Decisions of V-Sekai

20230519-add-vrm-omi-personality-gltf-extension.md - + Superseded: V-Sekai Roadmap and Goals 2023-05-16 @@ -3178,7 +3178,7 @@

Decisions of V-Sekai

20230516-v-sekai-roadmap.md - + Accepted: Aquarium Nightclub Booth for Virtual Market Exhibition @@ -3189,7 +3189,7 @@

Decisions of V-Sekai

20230516-create-an-aquarium-nightclub-booth-for-virtual-market.md - + Rejected: Additional 3D Import Functionality @@ -3200,7 +3200,7 @@

Decisions of V-Sekai

20230516-additional-3d-import.md - + Draft: Exchange data between Godot Engine and WASM using handles @@ -3211,7 +3211,7 @@

Decisions of V-Sekai

20230509-wasm-data-exchange.md - + Draft: Convert segmented front facing 3D Garment images to novel 3d views for 3d modeling @@ -3222,7 +3222,7 @@

Decisions of V-Sekai

20230508-novel-3d-views.md - + Rejected: Using Deno to handle the conversion of GLB files to Godot Engine packed scenes @@ -3233,7 +3233,7 @@

Decisions of V-Sekai

20230507-supabase.md - + Rejected: Distributed simulation @@ -3244,7 +3244,7 @@

Decisions of V-Sekai

20230507-distributed-sim.md - + Draft: Describe a avatar publishing workflow for portability @@ -3255,7 +3255,7 @@

Decisions of V-Sekai

20230507-avatar-publishing-workflow-portability.md - + Superseded: Solve V-Sekai limitations using ChatGPT-4 AI completion. @@ -3266,7 +3266,7 @@

Decisions of V-Sekai

20230505-v-sekai-ai-completion.md - + Draft: VR design application for V-Sekai @@ -3277,7 +3277,7 @@

Decisions of V-Sekai

20230505-polygon-mesh-based-sculpting-tools.md - + Draft: Enhancing Cross-Platform Compatibility and User Experience for V-Sekai VR Social Players @@ -3288,7 +3288,7 @@

Decisions of V-Sekai

20230505-cross-platform-artwork-distribution.md - + Draft: Solve a V-Sekai naming convention limitation. @@ -3299,7 +3299,7 @@

Decisions of V-Sekai

20230505-consistent-v-sekai-naming.md - + Draft: Automated avatar garment rigging @@ -3310,7 +3310,7 @@

Decisions of V-Sekai

20230505-automated-avatar-garment-rigging.md - + Accepted: Adding IREE to Godot Engine for Image Superresolution @@ -3321,7 +3321,7 @@

Decisions of V-Sekai

20230502-add-iree-to-godot-engine-for-image-superresolution.md - + Superseded: V-Sekai Roadmap and Goals 2023-04-20 @@ -3332,7 +3332,7 @@

Decisions of V-Sekai

20230429-v-sekai-roadmap.md - + Draft: Improve the collaboration process and attract more contributors to work on the project @@ -3343,7 +3343,7 @@

Decisions of V-Sekai

20230429-improve-collab.md - + Accepted: Challenges in managing and synchronizing multiple assets and libraries across different git repositories @@ -3354,7 +3354,7 @@

Decisions of V-Sekai

20230429-git-subrepo-challenges.md - + Rejected: Package Godot for pkgin @@ -3365,7 +3365,7 @@

Decisions of V-Sekai

20230419-package-godot-for-pkgin.md - + Draft: Capturing accurate body movements with limited tracker placement @@ -3376,7 +3376,7 @@

Decisions of V-Sekai

20230419-limited-tracker-placement.md - + Draft: Use godot rgbaf textures to store integers @@ -3387,7 +3387,7 @@

Decisions of V-Sekai

20230415-rgbaf-to-store-integers.md - + Draft: Procedurally create variations for our props, environments and avatars @@ -3398,7 +3398,7 @@

Decisions of V-Sekai

20230415-procedural-variations-props-envs-avatars.md - + Draft: Hit a collaborate button to load up into V-Sekai @@ -3409,7 +3409,7 @@

Decisions of V-Sekai

20230415-load-collaborate.md - + Draft: Provide v-sekai-game in a launcher to make it easier to use v-sekai @@ -3420,7 +3420,7 @@

Decisions of V-Sekai

20230408-v-sekai-launcher.md - + Draft: Use junit xml based tests in github @@ -3431,7 +3431,7 @@

Decisions of V-Sekai

20230310-xml-based-tests.md - + Draft: Don’t merge incomplete work. @@ -3442,7 +3442,7 @@

Decisions of V-Sekai

20230310-don’t-merge-incomplete-work.md - + Superseded: Creating a Godot Engine C++ module with IREE backend for machine learning computations using Vulkan and CUDA @@ -3453,7 +3453,7 @@

Decisions of V-Sekai

20230310-IREE-backend-for-machine-learning-computations.md - + Accepted: Meet at GDC SF 2023 @@ -3464,7 +3464,7 @@

Decisions of V-Sekai

20230131-meeting-at-gdc-2023.md - + Accepted: Default test plan for testing V-Sekai engine upgrades. @@ -3475,7 +3475,7 @@

Decisions of V-Sekai

20230131-default-test-plan.md - + Draft: Adopt best practices for product development @@ -3486,7 +3486,7 @@

Decisions of V-Sekai

20230131-adopt-best-product-development-practices.md - + Draft: Without visualization, we cannot easily compare the interpolation states @@ -3497,7 +3497,7 @@

Decisions of V-Sekai

20230125-without-viz-we-cannot-compare-the-interpolation.md - + Draft: Provide user generated scripting with libsql and wasm @@ -3508,7 +3508,7 @@

Decisions of V-Sekai

20230125-user-generated-scripting-with-libsql-and-wasm.md - + Draft: Have two groups move towards each other battle demo @@ -3519,7 +3519,7 @@

Decisions of V-Sekai

20230125-two-groups-battle-demo.md - + Draft: Provide metadata to pre-check if maps and avatars are compatible to load @@ -3530,7 +3530,7 @@

Decisions of V-Sekai

20230125-provide-metadata-to-match-compatibile-maps-and-avatars.md - + Draft: Possible futures @@ -3541,7 +3541,7 @@

Decisions of V-Sekai

20230125-possible-futures.md - + Draft: Grow the community with a reactive Discord bot. @@ -3552,7 +3552,7 @@

Decisions of V-Sekai

20230125-grow-the-community-with-a-reactive-discord-bot.md - + Draft: Create an in-game tablet interface we can activate @@ -3563,7 +3563,7 @@

Decisions of V-Sekai

20230125-create-an-in-game-tablet-interface-we-can-activate.md - + Draft: Cover 80% to 95% of the player base. @@ -3574,7 +3574,7 @@

Decisions of V-Sekai

20230125-cover-80-95-percent-of-the-userbase.md - + Draft: Use Easy Charts for observability @@ -3585,7 +3585,7 @@

Decisions of V-Sekai

20230123-use-easy-charts-for-observability.md - + Draft: Recording demo checklist @@ -3596,7 +3596,7 @@

Decisions of V-Sekai

20230123-recording-demo-checklist.md - + Draft: Ready net demo @@ -3607,7 +3607,7 @@

Decisions of V-Sekai

20230123-ready-the-net-demo.md - + Draft: Publish Godot VRM for Godot 4 for production use @@ -3618,7 +3618,7 @@

Decisions of V-Sekai

20230123-publish-godot-vrm-4.md - + Draft: Provide user generated scripting using WasGO @@ -3629,7 +3629,7 @@

Decisions of V-Sekai

20230123-player-scripting.md - + Draft: No traversal loading screen @@ -3640,7 +3640,7 @@

Decisions of V-Sekai

20230123-no-traversal-loading-screen.md - + Draft: Better Godot Engine integration with Blender with gltf extensions @@ -3651,7 +3651,7 @@

Decisions of V-Sekai

20230123-integrate-blender-with-gltf-extensions-and-godot.md - + Draft: Face helmet capture @@ -3662,7 +3662,7 @@

Decisions of V-Sekai

20230123-face-helmet-capture.md - + Draft: Add WMF for windows media playback @@ -3673,7 +3673,7 @@

Decisions of V-Sekai

20230108-wmf-video-playback.md - + Accepted: Bolster creating the metaverse @@ -3684,7 +3684,7 @@

Decisions of V-Sekai

20230108-bolster-creating-the-metaverse.md - + Accepted: How to start a EXPERIMENTAL environment for sqlite and elixir? @@ -3695,7 +3695,7 @@

Decisions of V-Sekai

20230107-elixir-uro-dev-sqlite.md - + Accepted: Separate walking controller from RenIK for ManyBoneIK @@ -3706,7 +3706,7 @@

Decisions of V-Sekai

20230106-walking-controller-renik.md - + Draft: Powershell autocomplete uses right arrow @@ -3717,7 +3717,7 @@

Decisions of V-Sekai

20221214-powershell-autocomplete-use-right-arrow.md - + Draft: Tools helpful for creating Avatars and Worlds @@ -3728,7 +3728,7 @@

Decisions of V-Sekai

20221212-world-and-character-tools.md - + Draft: Prepare godot-vrm for asset library publishing @@ -3739,7 +3739,7 @@

Decisions of V-Sekai

20221206-export-godot-vrm-to-the-asset-library.md - + Draft: Port RENIK to Many Bone IK for better quality @@ -3750,7 +3750,7 @@

Decisions of V-Sekai

20221205-port-renik-to-many-bone-ik.md - + Draft: Move fast without breaking things for V-Sekai @@ -3761,7 +3761,7 @@

Decisions of V-Sekai

20221205-moving-fast-philosophy-development.md - + Draft: Debug Linux Export @@ -3772,7 +3772,7 @@

Decisions of V-Sekai

20221205-debug-linux-export.md - + Draft: Target 10 minutes cicd builds to improve our iterations @@ -3783,7 +3783,7 @@

Decisions of V-Sekai

20221203-target-10-minutes-cicd.md - + Rejected: Blocking direct push to MAIN to avoid build breakage @@ -3794,7 +3794,7 @@

Decisions of V-Sekai

20221203-block-direct-pushes-to-main.md - + Draft: Simulate larger 3d multiplayer worlds using “brickworlds partition layout” @@ -3805,7 +3805,7 @@

Decisions of V-Sekai

20221022-have-larger-worlds-by-server-state-migration.md - + Draft: Make it easier to propose and file bugs by simplifying the templates @@ -3816,7 +3816,7 @@

Decisions of V-Sekai

20221021-make-it-easier-propose-and-post-bugs.md - + Draft: Replicate sync 100’000 entities using a solution (Revision 1) @@ -3827,7 +3827,7 @@

Decisions of V-Sekai

20221019-replicate-sync-100-000-entities.md - + Draft: Networking with 100000 Entities and Ownership (Revision 2) @@ -3838,7 +3838,7 @@

Decisions of V-Sekai

20221019-networking-100000-entities-ownership.md - + Draft: Replicate sync 100’000 entities using Godot Engine, mvsqlite and Foundationdb @@ -3849,7 +3849,7 @@

Decisions of V-Sekai

20221019-develop-a-replication-sync-for-100-000-entities.md - + Draft: To remember how to update the engine and game write a procedure @@ -3860,7 +3860,7 @@

Decisions of V-Sekai

20221018-v-sekai-game-update-procedure.md - + Rejected: Use view replication algorithm for multiplayer multirelay sync @@ -3871,7 +3871,7 @@

Decisions of V-Sekai

20221016-v-sekai-view-replication.md - + Draft: Networking Overhaul @@ -3882,7 +3882,7 @@

Decisions of V-Sekai

20221014-networking-overhaul-proposal.md - + Draft: Unidot is optional @@ -3893,7 +3893,7 @@

Decisions of V-Sekai

20221006-unidot-is-optional.md - + Draft: Rename master to godot3 and main to godot4 @@ -3904,7 +3904,7 @@

Decisions of V-Sekai

20221006-rename-to-main.md - + Draft: We have too many branches on V-Sekai/godot. @@ -3915,7 +3915,7 @@

Decisions of V-Sekai

20220916-too-many-branches-on-v-sekai-godot.md - + Draft: Extended asset library packages in addition to the upstream asset library @@ -3926,7 +3926,7 @@

Decisions of V-Sekai

20220901-mirror-extend-asset-library-packages.md - + Draft: Provide pdf reading @@ -3937,7 +3937,7 @@

Decisions of V-Sekai

20220830-godot-pdf-workflow.md - + Draft: Make a market booth creation tutorial. @@ -3948,7 +3948,7 @@

Decisions of V-Sekai

20220820-market-booth-tutorial.md - + Draft: Simulate cloth on characters @@ -3959,7 +3959,7 @@

Decisions of V-Sekai

20220820-cloth-sim.md - + Draft: Bake alembic imports by running blender script. @@ -3970,7 +3970,7 @@

Decisions of V-Sekai

20220820-bake alembic-anim-via-blender.md - + Draft: Connect Mediapipe to Blender @@ -3981,7 +3981,7 @@

Decisions of V-Sekai

20220624-webcam-to-posed-characters.md - + Draft: Host a baserow application for internal use. @@ -3992,7 +3992,7 @@

Decisions of V-Sekai

20220605-host-internal-baserow.md - + Accepted: To avoid git submodule but recreate the gocd pipelines @@ -4003,7 +4003,7 @@

Decisions of V-Sekai

20220605-gocd-pipeline-reset.md - + Draft: Lightweight quality avatars @@ -4014,7 +4014,7 @@

Decisions of V-Sekai

20220601-lightweight-quality-avatars.md - + Rejected: To create a deployment kit use truescale to host gocd agents for cicd. @@ -4025,7 +4025,7 @@

Decisions of V-Sekai

20220531-truenas-scale.md - + Accepted: How to start a development environment for cockroach and elixir? @@ -4036,7 +4036,7 @@

Decisions of V-Sekai

20220531-elixir-uro-dev.md - + Draft: Profile using perf @@ -4047,7 +4047,7 @@

Decisions of V-Sekai

20220515-profile-using-perf.md - + Draft: Merge retargeting feature into Godot Engine master @@ -4058,7 +4058,7 @@

Decisions of V-Sekai

20220318-merge-retargeting-pr.md - + Draft: Use specular vec3 from gltf to show multicoloured metals @@ -4069,7 +4069,7 @@

Decisions of V-Sekai

20220317-use-spec-rough-metal.md - + Draft: To protect the minimum spec maintain steam deck version of flatmode V-Sekai @@ -4080,7 +4080,7 @@

Decisions of V-Sekai

20220317-protect-minumum-spec-steam-deck.md - + Draft: To provide an asset library prototype use baserow @@ -4091,7 +4091,7 @@

Decisions of V-Sekai

20220317-baserow.io-truenas.md - + Accepted: Planning V-Sekai Version 3 on 2022-02-28 @@ -4102,7 +4102,7 @@

Decisions of V-Sekai

20220228-v-sekai-version-three-plan.md - + Superseded: Planning V-Sekai Version 2 on 2022-02-24 @@ -4113,7 +4113,7 @@

Decisions of V-Sekai

20220224-v-sekai-version-two-plan.md - + Rejected: Storing raw VSK_map files via DVC to avoid limitations @@ -4124,7 +4124,7 @@

Decisions of V-Sekai

20220223-store-source-VSK_map-files-via-DVC.md - + Accepted: Rank skeleton #bone names with catboost @@ -4135,7 +4135,7 @@

Decisions of V-Sekai

20220222-rank-skeleton-bone-names-with-catboost.md - + Accepted: Rank skeleton #bone names with xgboost @@ -4146,7 +4146,7 @@

Decisions of V-Sekai

20220222-rank-bone-skeletons-with-xgboost.md - + Accepted: Rank skeleton #bone names with transformer4rec @@ -4157,7 +4157,7 @@

Decisions of V-Sekai

20220222-rank-bone-names-with-transformer.md - + Superseded: Planning V-Sekai on 2022-02-21 Superseded @@ -4168,7 +4168,7 @@

Decisions of V-Sekai

20220222-know-where-we-re-going-by-planning-vsekai.md - + Accepted: To create omi chan rig a #256FES @@ -4179,7 +4179,7 @@

Decisions of V-Sekai

20220217-omi-chan-oni-chan.md - + Draft: To deploy backend services like Uro safely use a defined process @@ -4190,7 +4190,7 @@

Decisions of V-Sekai

20220215-uro-deployment-process.md - + Accepted: To make a virtual pet game given Jeana’s designs @@ -4201,7 +4201,7 @@

Decisions of V-Sekai

20220207-virtual-pets.md - + Draft: Log change notifications using DiscordChatExporter @@ -4212,7 +4212,7 @@

Decisions of V-Sekai

20220206-logging-notifications-from-discord.md - + Accepted: Allow cicd to pass by fixing spatial audio branch @@ -4223,7 +4223,7 @@

Decisions of V-Sekai

20220205-cicd-to-pass by-fixing-spatial-audio-branch.md - + Draft: To have a default set of motions on a 3d character by creating a default animation set @@ -4234,7 +4234,7 @@

Decisions of V-Sekai

20220203-create-default-animation-set.md - + Accepted: Interoperability between platforms using gltf extensions @@ -4245,7 +4245,7 @@

Decisions of V-Sekai

20220202-gltf-extensions-for-interoperability.md - + Rejected: To allow independent deployment run our own infrastructure @@ -4256,7 +4256,7 @@

Decisions of V-Sekai

20220131-run-own-infrastructure.md - + Accepted: To have an alternative CICD use Github Actions. @@ -4267,7 +4267,7 @@

Decisions of V-Sekai

20220131-github-actions-support.md - + Draft: Make a desktop version of Uro for ease of development. @@ -4278,7 +4278,7 @@

Decisions of V-Sekai

20220131-elixir-desktop-uro.md - + Accepted: To record decisions write a proposal. @@ -4289,7 +4289,7 @@

Decisions of V-Sekai

20220130-to-record-decisions-write-a-proposal.md - + Proposal: Optimize cicd for costs because it’s limited @@ -4300,7 +4300,7 @@

Decisions of V-Sekai

20220130-optimize-cicd.md - + Accepted: To make it easier to upload V-Sekai maps and Avatars use Godot Engine 4 script templates. @@ -4311,7 +4311,7 @@

Decisions of V-Sekai

20220118-to-make-it-easier-to-upload-maps-and-avatars-templates.md - + Accepted: Convert gltf to a scene with AudioStreamPlayer3D, convert AudiostreamPlayer3D to gltf and expose usability. @@ -4322,7 +4322,7 @@

Decisions of V-Sekai

20220118-convert-gltf-to-a-scene.md - + Proposal: Change transform by CRDT. @@ -4333,7 +4333,7 @@

Decisions of V-Sekai

20220113-change-transform-by-crdt.md - + Proposal: Bake blend shapes to skeletons for performance @@ -4344,7 +4344,7 @@

Decisions of V-Sekai

20220108-bake-blend-shapes-to-skeletons-for-performance.md - + Proposal: Stream a character from a webcam to the vmc protocol @@ -4355,7 +4355,7 @@

Decisions of V-Sekai

20211229-stream-a-character-from-a-webcam-to-the-vmc-protocol.md - + Accepted: Run meetings using Lean Coffee @@ -4366,7 +4366,7 @@

Decisions of V-Sekai

20211229-run-meetings-using-lean-coffee.md - + Rejected: Network the Ubisoft Mixer server @@ -4377,7 +4377,7 @@

Decisions of V-Sekai

20211220-network-the-ubisoft-mixer-server.md - + Accepted: Create an open metaverse by working on V-Sekai @@ -4388,7 +4388,7 @@

Decisions of V-Sekai

20211214-create-an-open-metaverse-by-working-on-v-sekai.md - + Rejected: Create Steamdeck hardware proxy by installing Fedora Silverblue and #steam @@ -4399,7 +4399,7 @@

Decisions of V-Sekai

20211212-create-steamdeck-hardware-proxy-by-fedora-silverblue.md - + Rejected: Create Steamdeck hardware proxy by installing Fedora Kinoite and #steam @@ -4410,7 +4410,7 @@

Decisions of V-Sekai

20211211-create-steamdeck-hardware-proxy-by-fedora-kinoite.md - + Accepted: For Godot Engine changes use a decision flowchart @@ -4421,7 +4421,7 @@

Decisions of V-Sekai

20211207-for-godot-engine-changes-use-a-decision-flowchart.md - + Accepted: Create an upstream pull request for all non-V-Sekai related patches @@ -4432,7 +4432,7 @@

Decisions of V-Sekai

20211130-fix-critical-bugs-by-creating-an-upstream-pull-request.md - + Accepted: Avoid avatar breaking by following quality checklist @@ -4443,7 +4443,7 @@

Decisions of V-Sekai

20211130-avoid-avatar-breaking-by-following-quality-checklist.md - + Accepted: Create a Godot Engine asset store service on elixir and on sqlite. @@ -4454,7 +4454,7 @@

Decisions of V-Sekai

20211129-create-a-godot-engine-asset-store-service-on-elixir-and-on-sqlite.md - + Accepted: Stabilize Godot Engine updates by delaying to 2 week cycles @@ -4465,7 +4465,7 @@

Decisions of V-Sekai

20211128-stabilize-godot-engine-updates-by-delaying-to-2-week-cycles.md - + Draft: Allow Godot Asset Library browser to use alternative sources @@ -4476,7 +4476,7 @@

Decisions of V-Sekai

20211117-allow-godot-asset-library-browser-to-use-alternative-sources.md - + Draft: Learn how to scale V-Sekai using bots and multipliers @@ -4487,7 +4487,7 @@

Decisions of V-Sekai

20211113-learn-how-to-scale-v-sekai-using-bots-and-multipliers.md - + Rejected: File or attestation for virtual worlds using ssh signatures @@ -4498,7 +4498,7 @@

Decisions of V-Sekai

20211113-file-or-attestation-for-virtual-worlds-using-ssh-signatures.md - + Accepted: Degrade V-Sekai’s networking model to work in 2d and with webrtc. @@ -4509,7 +4509,7 @@

Decisions of V-Sekai

20211112-degrade-v-sekais-networking-model-to-work-in-2d-and-with-webrtc.md - + Draft: Create a VRM character by experimenting with written workflows. @@ -4520,7 +4520,7 @@

Decisions of V-Sekai

20211109-create-a-vrm-character-by-experimenting-with-written-workflows.md - + Draft: Polish demo of V-Sekai by making invisible meshes appear via the use of the exporter. @@ -4531,7 +4531,7 @@

Decisions of V-Sekai

20211108-invisible-meshes-appear-via-the-use-of-the-exporter.md - + Draft: Integrate with blender @@ -4542,7 +4542,7 @@

Decisions of V-Sekai

20211108-integrate-with-blender.md - + Draft: Preview #materialx materials on the Web in Godot Engine @@ -4553,7 +4553,7 @@

Decisions of V-Sekai

20211106-preview-materialx-materials-on-the-web-in-godot-engine-2.md - + Draft: Use single player WebXR in Godot Engine to prototype CASSIE. @@ -4564,7 +4564,7 @@

Decisions of V-Sekai

20211105-use-single-player-webxr-in-godot-engine-to-prototype-cassie.md - + Accepted: Take a list of 3D points that form a vaguely closed boundary in space and triangulate in Godot Engine @@ -4575,7 +4575,7 @@

Decisions of V-Sekai

20211105-take-a-list-of-3d-points-to-triangulate-in-godot-engine.md - + Rejected: Iterate faster on WasGo prototype by using Godot 3.4 @@ -4586,7 +4586,7 @@

Decisions of V-Sekai

20211105-iterate-faster-on-wasgo-prototype-by-using-godot-34.md - + Rejected: Have an WebXR version of V-Sekai that is more accessible @@ -4597,7 +4597,7 @@

Decisions of V-Sekai

20211105-have-an-webxr-version-of-v-sekai.md - + Draft: Research mesh tooling with nglod @@ -4608,7 +4608,7 @@

Decisions of V-Sekai

20211104-research-mesh-tooling-with-nglod.md - + Draft: Research mesh tooling with kaolin @@ -4619,7 +4619,7 @@

Decisions of V-Sekai

20211104-research-mesh-tooling-with-kaolin.md - + Draft: Use a standard reference platform called VFX Reference platform @@ -4630,7 +4630,7 @@

Decisions of V-Sekai

20211103-use-platform-called-vfx-reference-platform.md - + Accepted: VOIP @@ -4641,7 +4641,7 @@

Decisions of V-Sekai

20211031-voip.md - + Draft: VMD on VRM AnimationTree Node @@ -4652,7 +4652,7 @@

Decisions of V-Sekai

20211031-vmd-on-vrm-animationtree-node.md - + Draft: Verification tools @@ -4663,7 +4663,7 @@

Decisions of V-Sekai

20211031-verification-tools.md - + Accepted: Use our custom fullbody IK @@ -4674,7 +4674,7 @@

Decisions of V-Sekai

20211031-use-our-custom-fullbody-ik.md - + Draft: Rank skeleton bone names by using BPR @@ -4685,7 +4685,7 @@

Decisions of V-Sekai

20211031-use-bpr-to-rank-skeleton-bone-names.md - + Draft: Update URO for Godot 4 @@ -4696,7 +4696,7 @@

Decisions of V-Sekai

20211031-update-uro-for-godot-4.md - + Draft: Tire model car sim @@ -4707,7 +4707,7 @@

Decisions of V-Sekai

20211031-tire-model-car-sim.md - + Accepted: ThorVG @@ -4718,7 +4718,7 @@

Decisions of V-Sekai

20211031-thorvg.md - + Draft: Take a streaming godot game and streaming the VRM to OpenSoundControl @@ -4729,7 +4729,7 @@

Decisions of V-Sekai

20211031-streaming-godot-to-opensoundcontrol.md - + Draft: Stream shader motion @@ -4740,7 +4740,7 @@

Decisions of V-Sekai

20211031-stream-shader-motion.md - + Draft: Standard backup procedures @@ -4751,7 +4751,7 @@

Decisions of V-Sekai

20211031-standard-backup-procedures.md - + Draft: To provide a performance and portable script use WasGo @@ -4762,7 +4762,7 @@

Decisions of V-Sekai

20211031-script-as-a-binary.md - + Draft: Run the maintenance scripts from Windows in Unix mode with msys2 @@ -4773,7 +4773,7 @@

Decisions of V-Sekai

20211031-run-the-maintance-scripts-from-windows-in-unix-mode-with-msys2.md - + Superseded: Play preprocessed #animation on any VRM model @@ -4784,7 +4784,7 @@

Decisions of V-Sekai

20211031-play-preprocessed-animations-on-any-vrm-model.md - + Draft: Plausible npc behavior @@ -4795,7 +4795,7 @@

Decisions of V-Sekai

20211031-plausable-npc-behaviour.md - + Draft: Phase out groups in the branding to make it more recognizable @@ -4806,7 +4806,7 @@

Decisions of V-Sekai

20211031-phase-out-groups-terminology-for-vskdefault.md - + Rejected: OpenVR for Godot Engine @@ -4817,7 +4817,7 @@

Decisions of V-Sekai

20211031-openvr-for-godot-engine.md - + Draft: Membrane Framework streaming Mixer @@ -4828,7 +4828,7 @@

Decisions of V-Sekai

20211031-membrane-framework-streaming-mixer.md - + Draft: Meeting area @@ -4839,7 +4839,7 @@

Decisions of V-Sekai

20211031-meeting-area.md - + Draft: Make a place to record @@ -4850,7 +4850,7 @@

Decisions of V-Sekai

20211031-make-a-place-to-record.md - + Accepted: Keep a changelog @@ -4861,7 +4861,7 @@

Decisions of V-Sekai

20211031-keep-a-changelog.md - + Draft: How to make a V-Sekai/godot update? @@ -4872,7 +4872,7 @@

Decisions of V-Sekai

20211031-how-to-make-a-v-sekaigodot-update.md - + Draft: Have wires in 3d @@ -4883,7 +4883,7 @@

Decisions of V-Sekai

20211031-have-wires-in-3d.md - + Draft: Have better user developer experience @@ -4894,7 +4894,7 @@

Decisions of V-Sekai

20211031-have-better-user-developer-experience.md - + Draft: Godot Database viewer for proposals @@ -4905,7 +4905,7 @@

Decisions of V-Sekai

20211031-godot-database-viewer-for-proposals.md - + Draft: glTF - importer should bind animation players to the closest root node @@ -4916,7 +4916,7 @@

Decisions of V-Sekai

20211031-gltf-importer-should-bind-animation-players-to-the-closest-root-node.md - + Draft: Face motion tracking requires standard shapes @@ -4927,7 +4927,7 @@

Decisions of V-Sekai

20211031-face-motion-tracking-requires-standard-shapes.md - + Draft: Extract proposals into proposals @@ -4938,7 +4938,7 @@

Decisions of V-Sekai

20211031-extract-proposals-into-proposals.md - + Draft: Export / Import testing via robot-framework and swiftshader @@ -4949,7 +4949,7 @@

Decisions of V-Sekai

20211031-export-import-testing-via-robot-framework-and-swiftshader.md - + Draft: Create a demo viewer gallery @@ -4960,7 +4960,7 @@

Decisions of V-Sekai

20211031-create-a-demo-viewer-gallery.md - + Draft: Construct the virtual #world @@ -4971,7 +4971,7 @@

Decisions of V-Sekai

20211031-construct-the-virtual-world.md - + Draft: Client and Mast @@ -4982,7 +4982,7 @@

Decisions of V-Sekai

20211031-client-and-mast.md - + Draft: CICD Export V-Sekai @@ -4993,7 +4993,7 @@

Decisions of V-Sekai

20211031-cicd-export-v-sekai.md - + Draft: Character workshop @@ -5004,7 +5004,7 @@

Decisions of V-Sekai

20211031-character-workshop.md - + Draft: Benchmark #animation playback @@ -5015,7 +5015,7 @@

Decisions of V-Sekai

20211031-benchmark-animation-playback.md - + Draft: Bake blend shape to skeleton animation @@ -5026,7 +5026,7 @@

Decisions of V-Sekai

20211031-bake-blend-shape-to-skeleton-animation.md - + Draft: Bake a #materialx into a custom Godot StandardMaterial3D @@ -5037,7 +5037,7 @@

Decisions of V-Sekai

20211031-bake-a-materialx-into-a-custom-godot-standardmaterial3d.md - + Draft: ARC radial menu @@ -5048,7 +5048,7 @@

Decisions of V-Sekai

20211031-arc-radial-menu.md - + Draft: 1000 player servers @@ -5059,7 +5059,7 @@

Decisions of V-Sekai

20211031-1000-player-servers.md - + Draft: We want to proxy udp datagrams at production quality of service. @@ -5070,7 +5070,7 @@

Decisions of V-Sekai

20211005-we-want-to-proxy-udp-datagrams-at-production-quality-of-service.md - + Draft: Want to use the same cluster for the same web and native. @@ -5081,7 +5081,7 @@

Decisions of V-Sekai

20211005-want-to-use-the-same-cluster-for-the-same-web-and-native.md - + Draft: Summon #friend and acquaintances via presence to the current world. @@ -5092,7 +5092,7 @@

Decisions of V-Sekai

20211005-want-to-summon-friends-and-acquaintances-via-presence.md - + Draft: Use materialx for asset interchange @@ -5103,7 +5103,7 @@

Decisions of V-Sekai

20211005-use-materialx-for-asset-interchange.md - + Draft: Use KVM to test our AMD APU test computer via Barrier. @@ -5114,7 +5114,7 @@

Decisions of V-Sekai

20211005-use-kvm-to-test-our-amd-apu-test-computer-via-barrier.md - + Draft: Test Google Mediapipe @@ -5125,7 +5125,7 @@

Decisions of V-Sekai

20211005-test-google-mediapipe.md - + Draft: Solve Mocap By Connecting Mediapipe to Blender @@ -5136,7 +5136,7 @@

Decisions of V-Sekai

20211005-solve-mocap-by-connecting-mediapipe-to-blender.md - + Draft: Improve Meshing Results by Subdivision in Godot Engine @@ -5147,7 +5147,7 @@

Decisions of V-Sekai

20211005-improve-meshing-results-by-subdivision-in-godot-engine.md - + Draft: Create SOP for VRM #creation @@ -5158,7 +5158,7 @@

Decisions of V-Sekai

20211005-create-sop-for-vrm-creation.md - + Draft: Create a standard procedure from adding spring bones to VRM models. @@ -5169,7 +5169,7 @@

Decisions of V-Sekai

20211005-create-add-spring-bones-to-vrm-models.md - + Draft: Music is important to human experience and should be bridged to XR @@ -5180,7 +5180,7 @@

Decisions of V-Sekai

20211005-bridge-music-to-xr.md - + Draft: Spoke to V-Sekai @@ -5191,7 +5191,7 @@

Decisions of V-Sekai

20210811-spoke-to-v-sekai.md - + Draft: Soiree party mode @@ -5202,7 +5202,7 @@

Decisions of V-Sekai

20210811-soiree-party.md - + Draft: OMI Glb Portable Content @@ -5213,7 +5213,7 @@

Decisions of V-Sekai

20210811-omi-glb.md - + Draft: Neural Blend Shape Rigging @@ -5224,7 +5224,7 @@

Decisions of V-Sekai

20210811-neural-blend-shape-rigging.md - + Draft: Import Minecraft worlds to Godot Engine @@ -5235,7 +5235,7 @@

Decisions of V-Sekai

20210811-minecraft-voxel.md - + Draft: Minimum Specification V-Sekai Hardware @@ -5246,7 +5246,7 @@

Decisions of V-Sekai

20210811-min-spec-v-sekai.md - + Accepted: OIT in Godot Engine @@ -5257,7 +5257,7 @@

Decisions of V-Sekai

20210811-godot-transparency.md - + Draft: GLB data in a Movie @@ -5268,7 +5268,7 @@

Decisions of V-Sekai

20210811-glb-in-video.md - + Draft: Membrane Framework to Process Game Workflows @@ -5279,7 +5279,7 @@

Decisions of V-Sekai

20210811-game-workflow-membrane.md - + Draft: Godot Engine implementation of disconnected IPFS @@ -5290,7 +5290,7 @@

Decisions of V-Sekai

20210811-disconnected-ipfs.md - + Draft: Spreadsheet Animation Preview @@ -5301,7 +5301,7 @@

Decisions of V-Sekai

20210724-Spreadsheet-animation-preview.md - + Draft: Portable #world Content @@ -5312,7 +5312,7 @@

Decisions of V-Sekai

20210715-portable-world-content.md - + Draft: Material Addon Blender @@ -5323,7 +5323,7 @@

Decisions of V-Sekai

20210715-Material-Addon-Blender.md - + Draft: Describe a Godot Engine pr verification workflow @@ -5334,7 +5334,7 @@

Decisions of V-Sekai

20210710-verify-pr-workflow.md - + Draft: Transfer animation by baking reset @@ -5345,7 +5345,7 @@

Decisions of V-Sekai

20210707-transfer-animations-by-baking-reset.md - + Draft: Convert #shadermotion to be played in Godot Engine @@ -5356,7 +5356,7 @@

Decisions of V-Sekai

20210622-shadermotion-to-godot-engine.md - + Draft: Convert FBX and glTF2 to VRM via flow-avatar-asset-pipeline @@ -5367,7 +5367,7 @@

Decisions of V-Sekai

20210612-flow-avatar-asset-pipeline.md - + Draft: Store presentation and book content via Lottie @@ -5378,7 +5378,7 @@

Decisions of V-Sekai

20210601-store-presentation-and-book-content-via-lottie-2.md - + Draft: Performance profile the game with AMDuProf @@ -5389,7 +5389,7 @@

Decisions of V-Sekai

20210529-performance-profiling.md - + Rejected: Trial install of Gravity for Kubernetes @@ -5400,7 +5400,7 @@

Decisions of V-Sekai

20210528-trial-install-of-gravity-for-kubernetes.md - + Draft: Simplify Meshes and LODs better with Quads @@ -5411,7 +5411,7 @@

Decisions of V-Sekai

20210523-simplfy-meshes-and-lods-better-with-quads.md - + Draft: Retarget VRM Motion Blender Workflow @@ -5422,7 +5422,7 @@

Decisions of V-Sekai

20210523-retarget-motion-for-vrm-type-models.md - + Draft: Distribute trusted clients with notary @@ -5433,7 +5433,7 @@

Decisions of V-Sekai

20210523-distribute-trusted-clients-with-notary.md - + Accepted: Complete glTF2 / VRM import and export pipeline in Godot Engine @@ -5444,7 +5444,7 @@

Decisions of V-Sekai

20210523-complete-gltf2-vrm-import-and-export-pipeline-in-godot-engine.md - + Accepted: Support more flexible texture import via Basis Universal in Godot Engine @@ -5455,7 +5455,7 @@

Decisions of V-Sekai

20210523-basis-universal-import.md - + Accepted: Use Markdown Architectural Decision Records @@ -5466,7 +5466,7 @@

Decisions of V-Sekai

20210212-use-markdown-architectural-decision-records.md - + Superseded: Use Log4brains to manage the ADRs @@ -5477,7 +5477,7 @@

Decisions of V-Sekai

20210212-use-log4brains-to-manage-the-adrs.md - + Draft: Add build notifications @@ -5488,7 +5488,7 @@

Decisions of V-Sekai

20210212-add-build-notifications.md - + Accepted: Adding Entity Networking to Groups @@ -5499,7 +5499,7 @@

Decisions of V-Sekai

20200729-entity-networking.md - + Mozilla Builders Summer MVP Lab (SUBMITTED ON JUNE 8 2020) @@ -5510,7 +5510,7 @@

Decisions of V-Sekai

20200608-vsekai-charter.md - + Accepted: Manage backend resources on one or more physical machines with K3S 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." }, { - "objectID": "changelog/2023/20231109-changelog.html#released", - "href": "changelog/2023/20231109-changelog.html#released", - "title": "V-Sekai Changelog - November 2023", + "objectID": "changelog/2023/20231207-changelog.html#released", + "href": "changelog/2023/20231207-changelog.html#released", + "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" + "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." }, { - "objectID": "changelog/2023/20231109-changelog.html#unreleased", - "href": "changelog/2023/20231109-changelog.html#unreleased", - "title": "V-Sekai Changelog - November 2023", + "objectID": "changelog/2023/20231207-changelog.html#previous-releases", + "href": "changelog/2023/20231207-changelog.html#previous-releases", + "title": "V-Sekai Changelog - December 2023", "section": "", - "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." + "text": "Not applicable for this month." }, { - "objectID": "changelog/2023/20231109-changelog.html#previous-releases", - "href": "changelog/2023/20231109-changelog.html#previous-releases", - "title": "V-Sekai Changelog - November 2023", + "objectID": "changelog/2023/20230301-changelog.html", + "href": "changelog/2023/20230301-changelog.html", + "title": "V-Sekai Changelog - 2023-03", "section": "", - "text": "Not applicable for this month." + "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" }, { - "objectID": "changelog/2023/20231109-changelog.html#misc", - "href": "changelog/2023/20231109-changelog.html#misc", - "title": "V-Sekai Changelog - November 2023", + "objectID": "changelog/2023/20230301-changelog.html#fire", + "href": "changelog/2023/20230301-changelog.html#fire", + "title": "V-Sekai Changelog - 2023-03", "section": "", - "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" }, { - "objectID": "changelog/2023/20230601-changelog.html", - "href": "changelog/2023/20230601-changelog.html", - "title": "V-Sekai Changelog - 2023-06", + "objectID": "changelog/2023/20230901-changelog.html", + "href": "changelog/2023/20230901-changelog.html", + "title": "V-Sekai Changelog - September 2023", "section": "", - "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" }, { - "objectID": "changelog/2023/20230601-changelog.html#simplified-setup-and-advanced-solver-system", - "href": "changelog/2023/20230601-changelog.html#simplified-setup-and-advanced-solver-system", - "title": "V-Sekai Changelog - 2023-06", + "objectID": "changelog/2023/20230901-changelog.html#unreleased", + "href": "changelog/2023/20230901-changelog.html#unreleased", + "title": "V-Sekai Changelog - September 2023", "section": "", - "text": "The 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." + "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." }, { - "objectID": "changelog/2023/20230601-changelog.html#graphics-processing-unit-gpu-performance", - "href": "changelog/2023/20230601-changelog.html#graphics-processing-unit-gpu-performance", - "title": "V-Sekai Changelog - 2023-06", + "objectID": "changelog/2023/20230901-changelog.html#changed", + "href": "changelog/2023/20230901-changelog.html#changed", + "title": "V-Sekai Changelog - September 2023", "section": "", - "text": "There 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." + "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." }, { - "objectID": "changelog/2023/20230601-changelog.html#comparing-performance-across-platforms", - "href": "changelog/2023/20230601-changelog.html#comparing-performance-across-platforms", - "title": "V-Sekai Changelog - 2023-06", + "objectID": "changelog/2023/20230901-changelog.html#previous-releases", + "href": "changelog/2023/20230901-changelog.html#previous-releases", + "title": "V-Sekai Changelog - September 2023", "section": "", - "text": "The 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." + "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." }, { - "objectID": "changelog/2023/20230601-changelog.html#tailoring-performance-for-different-devices", - "href": "changelog/2023/20230601-changelog.html#tailoring-performance-for-different-devices", - "title": "V-Sekai Changelog - 2023-06", + "objectID": "changelog/2023/20230901-changelog.html#work-in-progress", + "href": "changelog/2023/20230901-changelog.html#work-in-progress", + "title": "V-Sekai Changelog - September 2023", "section": "", - "text": "The 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." + "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" }, { - "objectID": "changelog/2023/20230601-changelog.html#rendering-avatars", - "href": "changelog/2023/20230601-changelog.html#rendering-avatars", - "title": "V-Sekai Changelog - 2023-06", + "objectID": "changelog/2023/20230501-changelog.html", + "href": "changelog/2023/20230501-changelog.html", + "title": "V-Sekai Changelog - 2023-05", "section": "", - "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." }, { - "objectID": "changelog/2023/20230601-changelog.html#future-plans", - "href": "changelog/2023/20230601-changelog.html#future-plans", - "title": "V-Sekai Changelog - 2023-06", + "objectID": "changelog/2023/20230501-changelog.html#unidot-update-summary", + "href": "changelog/2023/20230501-changelog.html#unidot-update-summary", + "title": "V-Sekai Changelog - 2023-05", "section": "", - "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." }, { - "objectID": "changelog/2022/20220301-changelog.html", - "href": "changelog/2022/20220301-changelog.html", - "title": "V-Sekai Changelog - 2022-03", + "objectID": "changelog/2023/20231001-changelog.html", + "href": "changelog/2023/20231001-changelog.html", + "title": "V-Sekai Changelog - October 2023", "section": "", - "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" }, { - "objectID": "changelog/2022/20220301-changelog.html#section", - "href": "changelog/2022/20220301-changelog.html#section", - "title": "V-Sekai Changelog - 2022-03", + "objectID": "changelog/2023/20231001-changelog.html#unreleased", + "href": "changelog/2023/20231001-changelog.html#unreleased", + "title": "V-Sekai Changelog - October 2023", "section": "", - "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." }, { - "objectID": "changelog/2022/20220301-changelog.html#section-1", - "href": "changelog/2022/20220301-changelog.html#section-1", - "title": "V-Sekai Changelog - 2022-03", + "objectID": "changelog/2023/20231001-changelog.html#previous-releases", + "href": "changelog/2023/20231001-changelog.html#previous-releases", + "title": "V-Sekai Changelog - October 2023", "section": "", - "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" + "text": "Not applicable for this month." }, { - "objectID": "changelog/2022/20220101-changelog.html", - "href": "changelog/2022/20220101-changelog.html", - "title": "V-Sekai Changelog - 2022-01", + "objectID": "changelog/2023/20231001-changelog.html#misc", + "href": "changelog/2023/20231001-changelog.html#misc", + "title": "V-Sekai Changelog - October 2023", "section": "", - "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" }, { - "objectID": "changelog/2022/20220101-changelog.html#section", - "href": "changelog/2022/20220101-changelog.html#section", - "title": "V-Sekai Changelog - 2022-01", + "objectID": "changelog/2023/20231001-changelog.html#quotes-of-the-month", + "href": "changelog/2023/20231001-changelog.html#quotes-of-the-month", + "title": "V-Sekai Changelog - October 2023", "section": "", - "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" }, { - "objectID": "changelog/2022/20220101-changelog.html#section-1", - "href": "changelog/2022/20220101-changelog.html#section-1", - "title": "V-Sekai Changelog - 2022-01", + "objectID": "changelog/2023/20230801-changelog.html", + "href": "changelog/2023/20230801-changelog.html", + "title": "V-Sekai Changelog - August 2023", "section": "", - "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." }, { - "objectID": "changelog/2022/20220101-changelog.html#section-2", - "href": "changelog/2022/20220101-changelog.html#section-2", - "title": "V-Sekai Changelog - 2022-01", + "objectID": "changelog/2023/20230801-changelog.html#unreleased", + "href": "changelog/2023/20230801-changelog.html#unreleased", + "title": "V-Sekai Changelog - August 2023", "section": "", - "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." }, { - "objectID": "changelog/2022/20220801-changelog.html", - "href": "changelog/2022/20220801-changelog.html", - "title": "V-Sekai Changelog - 2022-08", + "objectID": "changelog/2023/20230801-changelog.html#previous-releases", + "href": "changelog/2023/20230801-changelog.html#previous-releases", + "title": "V-Sekai Changelog - August 2023", "section": "", - "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." + "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." }, { - "objectID": "changelog/2022/20220801-changelog.html#lyuma-04082022", - "href": "changelog/2022/20220801-changelog.html#lyuma-04082022", - "title": "V-Sekai Changelog - 2022-08", + "objectID": "changelog/2022/20220401-changelog.html", + "href": "changelog/2022/20220401-changelog.html", + "title": "V-Sekai Changelog - 2022-04", "section": "", - "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" }, { - "objectID": "changelog/2022/20220801-changelog.html#ifire-he-him-26082022", - "href": "changelog/2022/20220801-changelog.html#ifire-he-him-26082022", - "title": "V-Sekai Changelog - 2022-08", + "objectID": "changelog/2022/20220401-changelog.html#section", + "href": "changelog/2022/20220401-changelog.html#section", + "title": "V-Sekai Changelog - 2022-04", "section": "", - "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." }, { - "objectID": "changelog/2022/20220801-changelog.html#トカゲ", - "href": "changelog/2022/20220801-changelog.html#トカゲ", - "title": "V-Sekai Changelog - 2022-08", + "objectID": "changelog/2022/20220401-changelog.html#section-1", + "href": "changelog/2022/20220401-changelog.html#section-1", + "title": "V-Sekai Changelog - 2022-04", "section": "", - "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." }, { - "objectID": "changelog/2022/20220901-changelog.html", - "href": "changelog/2022/20220901-changelog.html", - "title": "V-Sekai Changelog - 2022-09", + "objectID": "changelog/2022/20220401-changelog.html#section-2", + "href": "changelog/2022/20220401-changelog.html#section-2", + "title": "V-Sekai Changelog - 2022-04", "section": "", - "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." }, { - "objectID": "changelog/2022/20220501-changelog.html", - "href": "changelog/2022/20220501-changelog.html", - "title": "V-Sekai Changelog - 2022-05", + "objectID": "changelog/2022/20220401-changelog.html#section-3", + "href": "changelog/2022/20220401-changelog.html#section-3", + "title": "V-Sekai Changelog - 2022-04", "section": "", - "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." }, { - "objectID": "changelog/2022/20220501-changelog.html#section", - "href": "changelog/2022/20220501-changelog.html#section", - "title": "V-Sekai Changelog - 2022-05", + "objectID": "changelog/2022/20220401-changelog.html#section-4", + "href": "changelog/2022/20220401-changelog.html#section-4", + "title": "V-Sekai Changelog - 2022-04", "section": "", - "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." + "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" }, { - "objectID": "changelog/2022/20220501-changelog.html#section-1", - "href": "changelog/2022/20220501-changelog.html#section-1", - "title": "V-Sekai Changelog - 2022-05", + "objectID": "changelog/2022/20221201-changelog.html", + "href": "changelog/2022/20221201-changelog.html", + "title": "V-Sekai Changelog - 2022-12", "section": "", - "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." }, { - "objectID": "changelog/2022/20220501-changelog.html#section-2", - "href": "changelog/2022/20220501-changelog.html#section-2", - "title": "V-Sekai Changelog - 2022-05", + "objectID": "changelog/2022/20221001-changelog.html", + "href": "changelog/2022/20221001-changelog.html", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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." }, { - "objectID": "changelog/2022/20220501-changelog.html#section-3", - "href": "changelog/2022/20220501-changelog.html#section-3", - "title": "V-Sekai Changelog - 2022-05", + "objectID": "changelog/2022/20221001-changelog.html#section", + "href": "changelog/2022/20221001-changelog.html#section", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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" }, { - "objectID": "changelog/2022/20220201-changelog.html", - "href": "changelog/2022/20220201-changelog.html", - "title": "V-Sekai Changelog - 2022-02", + "objectID": "changelog/2022/20221001-changelog.html#section-1", + "href": "changelog/2022/20221001-changelog.html#section-1", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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." }, { - "objectID": "changelog/2022/20220201-changelog.html#section", - "href": "changelog/2022/20220201-changelog.html#section", - "title": "V-Sekai Changelog - 2022-02", + "objectID": "changelog/2022/20221001-changelog.html#section-2", + "href": "changelog/2022/20221001-changelog.html#section-2", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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." }, { - "objectID": "changelog/2022/20220201-changelog.html#section-1", - "href": "changelog/2022/20220201-changelog.html#section-1", - "title": "V-Sekai Changelog - 2022-02", + "objectID": "changelog/2022/20221001-changelog.html#section-3", + "href": "changelog/2022/20221001-changelog.html#section-3", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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." }, { - "objectID": "changelog/2022/20220201-changelog.html#section-2", - "href": "changelog/2022/20220201-changelog.html#section-2", - "title": "V-Sekai Changelog - 2022-02", + "objectID": "changelog/2022/20221001-changelog.html#section-4", + "href": "changelog/2022/20221001-changelog.html#section-4", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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." }, { - "objectID": "changelog/2022/20220201-changelog.html#section-3", - "href": "changelog/2022/20220201-changelog.html#section-3", - "title": "V-Sekai Changelog - 2022-02", + "objectID": "changelog/2022/20221001-changelog.html#section-5", + "href": "changelog/2022/20221001-changelog.html#section-5", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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." }, { - "objectID": "changelog/2022/20220201-changelog.html#section-4", - "href": "changelog/2022/20220201-changelog.html#section-4", - "title": "V-Sekai Changelog - 2022-02", + "objectID": "changelog/2022/20221001-changelog.html#section-6", + "href": "changelog/2022/20221001-changelog.html#section-6", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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" }, { - "objectID": "changelog/2022/20220201-changelog.html#section-5", - "href": "changelog/2022/20220201-changelog.html#section-5", - "title": "V-Sekai Changelog - 2022-02", + "objectID": "changelog/2022/20221001-changelog.html#section-7", + "href": "changelog/2022/20221001-changelog.html#section-7", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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." }, { - "objectID": "changelog/2022/20220201-changelog.html#section-6", - "href": "changelog/2022/20220201-changelog.html#section-6", - "title": "V-Sekai Changelog - 2022-02", + "objectID": "changelog/2022/20221001-changelog.html#humble-contributions-and-places-to-start", + "href": "changelog/2022/20221001-changelog.html#humble-contributions-and-places-to-start", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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" }, { - "objectID": "changelog/2024/20240101-changelog.html", - "href": "changelog/2024/20240101-changelog.html", - "title": "V-Sekai Changelog - January 2024", + "objectID": "changelog/2022/20221001-changelog.html#section-8", + "href": "changelog/2022/20221001-changelog.html#section-8", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "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." + "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." }, { - "objectID": "changelog/2024/20240101-changelog.html#released", - "href": "changelog/2024/20240101-changelog.html#released", - "title": "V-Sekai Changelog - January 2024", + "objectID": "changelog/2022/20221001-changelog.html#section-9", + "href": "changelog/2022/20221001-changelog.html#section-9", + "title": "V-Sekai Changelog - 2022-10", "section": "", - "text": "Not applicable for this month." + "text": "ASTC work for mobile gpu textures work." }, { - "objectID": "changelog/2024/20240101-changelog.html#unreleased", - "href": "changelog/2024/20240101-changelog.html#unreleased", - "title": "V-Sekai Changelog - January 2024", + "objectID": "changelog/2022/20220601-changelog.html", + "href": "changelog/2022/20220601-changelog.html", + "title": "V-Sekai Changelog - 2022-06", "section": "", - "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." }, { - "objectID": "changelog/2024/20240101-changelog.html#previous-releases", - "href": "changelog/2024/20240101-changelog.html#previous-releases", - "title": "V-Sekai Changelog - January 2024", + "objectID": "changelog/2022/20220601-changelog.html#section", + "href": "changelog/2022/20220601-changelog.html#section", + "title": "V-Sekai Changelog - 2022-06", "section": "", - "text": "Not applicable for this month." + "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." }, { - "objectID": "changelog/2024/20241102-changelog.html", - "href": "changelog/2024/20241102-changelog.html", - "title": "V-Sekai Changelog - November 2024", + "objectID": "changelog/2022/20220601-changelog.html#section-1", + "href": "changelog/2022/20220601-changelog.html#section-1", + "title": "V-Sekai Changelog - 2022-06", "section": "", - "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." }, { - "objectID": "changelog/2024/20241102-changelog.html#released", - "href": "changelog/2024/20241102-changelog.html#released", - "title": "V-Sekai Changelog - November 2024", + "objectID": "changelog/2022/20220601-changelog.html#section-2", + "href": "changelog/2022/20220601-changelog.html#section-2", + "title": "V-Sekai Changelog - 2022-06", "section": "", - "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" }, { - "objectID": "changelog/2024/20241102-changelog.html#unreleased", - "href": "changelog/2024/20241102-changelog.html#unreleased", - "title": "V-Sekai Changelog - November 2024", + "objectID": "changelog/2022/20220601-changelog.html#section-3", + "href": "changelog/2022/20220601-changelog.html#section-3", + "title": "V-Sekai Changelog - 2022-06", "section": "", - "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." }, { - "objectID": "changelog/2024/20241102-changelog.html#previous-releases", - "href": "changelog/2024/20241102-changelog.html#previous-releases", - "title": "V-Sekai Changelog - November 2024", + "objectID": "changelog/2022/20221101-changelog.html", + "href": "changelog/2022/20221101-changelog.html", + "title": "V-Sekai Changelog - 2022-11", "section": "", - "text": "Not applicable for this month." + "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" }, { - "objectID": "changelog/2024/20241102-changelog.html#ask-yourself-why-the-fuck-arent-released-yet", - "href": "changelog/2024/20241102-changelog.html#ask-yourself-why-the-fuck-arent-released-yet", - "title": "V-Sekai Changelog - November 2024", + "objectID": "changelog/2022/20221101-changelog.html#section", + "href": "changelog/2022/20221101-changelog.html#section", + "title": "V-Sekai Changelog - 2022-11", "section": "", - "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." + "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." }, { - "objectID": "changelog/2024/20240901-changelog.html", - "href": "changelog/2024/20240901-changelog.html", - "title": "V-Sekai Changelog - September 2024", + "objectID": "changelog/2022/20221101-changelog.html#section-1", + "href": "changelog/2022/20221101-changelog.html#section-1", + "title": "V-Sekai Changelog - 2022-11", "section": "", - "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." + "text": "Game releases are working again." }, { - "objectID": "changelog/2024/20240901-changelog.html#released", - "href": "changelog/2024/20240901-changelog.html#released", - "title": "V-Sekai Changelog - September 2024", + "objectID": "changelog/2022/20221101-changelog.html#lyuma", + "href": "changelog/2022/20221101-changelog.html#lyuma", + "title": "V-Sekai Changelog - 2022-11", "section": "", - "text": "Not applicable for this month." + "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" }, { - "objectID": "changelog/2024/20240901-changelog.html#unreleased", - "href": "changelog/2024/20240901-changelog.html#unreleased", - "title": "V-Sekai Changelog - September 2024", + "objectID": "changelog/2024/20240202-changelog.html", + "href": "changelog/2024/20240202-changelog.html", + "title": "V-Sekai Changelog - February 2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20240901-changelog.html#previous-releases", - "href": "changelog/2024/20240901-changelog.html#previous-releases", - "title": "V-Sekai Changelog - September 2024", + "objectID": "changelog/2024/20240202-changelog.html#released", + "href": "changelog/2024/20240202-changelog.html#released", + "title": "V-Sekai Changelog - February 2024", "section": "", "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240625-changelog.html", - "href": "changelog/2024/20240625-changelog.html", - "title": "Special Notice: V-Sekai 2023-2024", + "objectID": "changelog/2024/20240202-changelog.html#unreleased", + "href": "changelog/2024/20240202-changelog.html#unreleased", + "title": "V-Sekai Changelog - February 2024", "section": "", - "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." + "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." }, { - "objectID": "changelog/2024/20240625-changelog.html#stuff-we-did-over-the-past-year", - "href": "changelog/2024/20240625-changelog.html#stuff-we-did-over-the-past-year", - "title": "Special Notice: V-Sekai 2023-2024", + "objectID": "changelog/2024/20240202-changelog.html#previous-releases", + "href": "changelog/2024/20240202-changelog.html#previous-releases", + "title": "V-Sekai Changelog - February 2024", "section": "", - "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." + "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240625-changelog.html#current-work", - "href": "changelog/2024/20240625-changelog.html#current-work", - "title": "Special Notice: V-Sekai 2023-2024", + "objectID": "changelog/2024/20241003-changelog.html", + "href": "changelog/2024/20241003-changelog.html", + "title": "V-Sekai Changelog - October 2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20240625-changelog.html#other-projects-in-progress", - "href": "changelog/2024/20240625-changelog.html#other-projects-in-progress", - "title": "Special Notice: V-Sekai 2023-2024", + "objectID": "changelog/2024/20241003-changelog.html#released", + "href": "changelog/2024/20241003-changelog.html#released", + "title": "V-Sekai Changelog - October 2024", "section": "", - "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." + "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240625-changelog.html#wtfawry-what-do-we-need-to-get-v-sekai-game-working-with-the-new-architecture", - "href": "changelog/2024/20240625-changelog.html#wtfawry-what-do-we-need-to-get-v-sekai-game-working-with-the-new-architecture", - "title": "Special Notice: V-Sekai 2023-2024", + "objectID": "changelog/2024/20241003-changelog.html#unreleased", + "href": "changelog/2024/20241003-changelog.html#unreleased", + "title": "V-Sekai Changelog - October 2024", "section": "", - "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." + "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." }, { - "objectID": "changelog/2024/20240701-changelog.html", - "href": "changelog/2024/20240701-changelog.html", - "title": "V-Sekai Changelog - July 2024", + "objectID": "changelog/2024/20241003-changelog.html#previous-releases", + "href": "changelog/2024/20241003-changelog.html#previous-releases", + "title": "V-Sekai Changelog - October 2024", "section": "", - "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." + "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240701-changelog.html#released", - "href": "changelog/2024/20240701-changelog.html#released", - "title": "V-Sekai Changelog - July 2024", + "objectID": "changelog/2024/20240330-changelog.html", + "href": "changelog/2024/20240330-changelog.html", + "title": "V-Sekai Changelog - March 2024", "section": "", - "text": "Not applicable for this month." + "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." }, { - "objectID": "changelog/2024/20240701-changelog.html#unreleased", - "href": "changelog/2024/20240701-changelog.html#unreleased", - "title": "V-Sekai Changelog - July 2024", + "objectID": "changelog/2024/20240330-changelog.html#released", + "href": "changelog/2024/20240330-changelog.html#released", + "title": "V-Sekai Changelog - March 2024", "section": "", - "text": "Replaced 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." + "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240701-changelog.html#previous-releases", - "href": "changelog/2024/20240701-changelog.html#previous-releases", - "title": "V-Sekai Changelog - July 2024", + "objectID": "changelog/2024/20240330-changelog.html#unreleased", + "href": "changelog/2024/20240330-changelog.html#unreleased", + "title": "V-Sekai Changelog - March 2024", "section": "", - "text": "Not applicable for this month." + "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." }, { - "objectID": "changelog.html", - "href": "changelog.html", - "title": "Changes to V-Sekai", + "objectID": "changelog/2024/20240330-changelog.html#previous-releases", + "href": "changelog/2024/20240330-changelog.html#previous-releases", + "title": "V-Sekai Changelog - March 2024", "section": "", - "text": "All notable changes to this project will be documented in this file.\nThe format is based on Keep a Changelog, and this project does not adhere to Semantic Versioning.\nAdded for new features.\nChanged for changes in existing functionality.\nDeprecated for soon-to-be removed features.\nRemoved for now removed features.\nFixed for any bug fixes.\nSecurity in case of vulnerabilities.\n\n\n\n\n\n\n \n \n \n Order By\n Default\n \n Title\n \n \n \n \n \n \n \n\n\n\n\n\nTitle\n\n\n\n\n\n\nV-Sekai Deck Log - 2025-02-07\n\n\n\n\nV-Sekai Deck Log - 2025-02-06\n\n\n\n\nV-Sekai Deck Log - 2025-02-05\n\n\n\n\nV-Sekai Deck Log - 2025-02-04\n\n\n\n\nV-Sekai Deck Log - 2025-02-03\n\n\n\n\nV-Sekai Changelog - December 2024\n\n\n\n\nV-Sekai Changelog - November 2024\n\n\n\n\nV-Sekai Changelog - October 2024\n\n\n\n\nV-Sekai Changelog - September 2024\n\n\n\n\nV-Sekai Changelog - July 2024\n\n\n\n\nSpecial Notice: V-Sekai 2023-2024\n\n\n\n\nV-Sekai Changelog - June 2024\n\n\n\n\nV-Sekai Changelog - May 2024\n\n\n\n\nV-Sekai Changelog - March 2024\n\n\n\n\nV-Sekai Changelog - February 2024\n\n\n\n\nV-Sekai Changelog - January 2024\n\n\n\n\nV-Sekai Changelog - December 2023\n\n\n\n\nV-Sekai Changelog - November 2023\n\n\n\n\nV-Sekai Changelog - October 2023\n\n\n\n\nV-Sekai Changelog - September 2023\n\n\n\n\nV-Sekai Changelog - August 2023\n\n\n\n\nV-Sekai Changelog - July 2023\n\n\n\n\nV-Sekai Changelog - 2023-06\n\n\n\n\nV-Sekai Changelog - 2023-05\n\n\n\n\nV-Sekai Changelog - 2023-03\n\n\n\n\nV-Sekai Changelog - 2023-02\n\n\n\n\nV-Sekai Changelog - 2023-01\n\n\n\n\nV-Sekai Changelog - 2022-12\n\n\n\n\nV-Sekai Changelog - 2022-11\n\n\n\n\nV-Sekai Changelog - 2022-10\n\n\n\n\nV-Sekai Changelog - 2022-09\n\n\n\n\nV-Sekai Changelog - 2022-08\n\n\n\n\nV-Sekai Changelog - 2022-06\n\n\n\n\nV-Sekai Changelog - 2022-05\n\n\n\n\nV-Sekai Changelog - 2022-04\n\n\n\n\nV-Sekai Changelog - 2022-03\n\n\n\n\nV-Sekai Changelog - 2022-02\n\n\n\n\nV-Sekai Changelog - 2022-01\n\n\n\n\nV-Sekai Changelog - 2021-11\n\n\n\n\nV-Sekai Changelog - 2021-10\n\n\n\n\nV-Sekai Changelog - 2021-09\n\n\n\n\nV-Sekai Changelog - 2021-08\n\n\n\n\nV-Sekai Changelog - 2021-07\n\n\n\n\nV-Sekai Changelog - 2021-06\n\n\n\n\nV-Sekai Changelog - 2021-05\n\n\n\n\nV-Sekai Changelog - 2021-04\n\n\n\n\n\nNo matching items" + "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240603-changelog.html", - "href": "changelog/2024/20240603-changelog.html", - "title": "V-Sekai Changelog - June 2024", + "objectID": "changelog/2024/20240505-changelog.html", + "href": "changelog/2024/20240505-changelog.html", + "title": "V-Sekai Changelog - May 2024", "section": "", - "text": "Not applicable for this month.\n\n\n\n\n\n\n\nWorked on a pull request for motion blur, which included:\n\nPushing updates to the vsk-motion-blur-4.3-beta1 branch in the Godot repository.\n\nInitiated and updated a paint mixer spectral.js project in the world:main branch\nPushed an update to the mirror script at V-Sekai/avatar_vr_demo so it works in desktop mode as well as XR, and works at arbitrary aspect ratios. Thanks iFire for rubber duckying and encouraging me. Note that if you want square pixels and wish to use the screenspace mode, you need this commit V-Sekai/godot. However, it also supports using Godot’s builtin Frustum camera in non-screenspace mode where the pixels will be aligned along the plane of the mirror. See if you can spot the differences. (the skybox shader doesn’t fully support frustum mode)\nIntegrated OpenTelemetry into the codebase for enhanced debugging capabilities. This will allow developers to trace and monitor application performance in real-time, helping to identify and resolve issues more efficiently.\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\nBumped github/codeql-action from 3.25.6 to 3.25.7 for security best practices.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month." + "text": "Not applicable for this month.\n\n\n\n\n\nNot 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.\n\n\n\n\n\nNot applicable for this month." }, { - "objectID": "changelog/2024/20240603-changelog.html#released", - "href": "changelog/2024/20240603-changelog.html#released", - "title": "V-Sekai Changelog - June 2024", + "objectID": "changelog/2024/20240505-changelog.html#released", + "href": "changelog/2024/20240505-changelog.html#released", + "title": "V-Sekai Changelog - May 2024", "section": "", "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240603-changelog.html#unreleased", - "href": "changelog/2024/20240603-changelog.html#unreleased", - "title": "V-Sekai Changelog - June 2024", + "objectID": "changelog/2024/20240505-changelog.html#unreleased", + "href": "changelog/2024/20240505-changelog.html#unreleased", + "title": "V-Sekai Changelog - May 2024", "section": "", - "text": "Worked on a pull request for motion blur, which included:\n\nPushing updates to the vsk-motion-blur-4.3-beta1 branch in the Godot repository.\n\nInitiated and updated a paint mixer spectral.js project in the world:main branch\nPushed an update to the mirror script at V-Sekai/avatar_vr_demo so it works in desktop mode as well as XR, and works at arbitrary aspect ratios. Thanks iFire for rubber duckying and encouraging me. Note that if you want square pixels and wish to use the screenspace mode, you need this commit V-Sekai/godot. However, it also supports using Godot’s builtin Frustum camera in non-screenspace mode where the pixels will be aligned along the plane of the mirror. See if you can spot the differences. (the skybox shader doesn’t fully support frustum mode)\nIntegrated OpenTelemetry into the codebase for enhanced debugging capabilities. This will allow developers to trace and monitor application performance in real-time, helping to identify and resolve issues more efficiently.\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\nBumped github/codeql-action from 3.25.6 to 3.25.7 for security best practices.\n\nThis project does not adhere to Semantic Versioning." + "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." }, { - "objectID": "changelog/2024/20240603-changelog.html#previous-releases", - "href": "changelog/2024/20240603-changelog.html#previous-releases", - "title": "V-Sekai Changelog - June 2024", + "objectID": "changelog/2024/20240505-changelog.html#previous-releases", + "href": "changelog/2024/20240505-changelog.html#previous-releases", + "title": "V-Sekai Changelog - May 2024", "section": "", "text": "Not applicable for this month." }, @@ -15435,459 +15386,515 @@ "text": "This project does not adhere to Semantic Versioning." }, { - "objectID": "changelog/2024/20240505-changelog.html", - "href": "changelog/2024/20240505-changelog.html", - "title": "V-Sekai Changelog - May 2024", + "objectID": "changelog/2024/20240603-changelog.html", + "href": "changelog/2024/20240603-changelog.html", + "title": "V-Sekai Changelog - June 2024", "section": "", - "text": "Not applicable for this month.\n\n\n\n\n\nNot 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.\n\n\n\n\n\nNot applicable for this month." + "text": "Not applicable for this month.\n\n\n\n\n\n\n\nWorked on a pull request for motion blur, which included:\n\nPushing updates to the vsk-motion-blur-4.3-beta1 branch in the Godot repository.\n\nInitiated and updated a paint mixer spectral.js project in the world:main branch\nPushed an update to the mirror script at V-Sekai/avatar_vr_demo so it works in desktop mode as well as XR, and works at arbitrary aspect ratios. Thanks iFire for rubber duckying and encouraging me. Note that if you want square pixels and wish to use the screenspace mode, you need this commit V-Sekai/godot. However, it also supports using Godot’s builtin Frustum camera in non-screenspace mode where the pixels will be aligned along the plane of the mirror. See if you can spot the differences. (the skybox shader doesn’t fully support frustum mode)\nIntegrated OpenTelemetry into the codebase for enhanced debugging capabilities. This will allow developers to trace and monitor application performance in real-time, helping to identify and resolve issues more efficiently.\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\nBumped github/codeql-action from 3.25.6 to 3.25.7 for security best practices.\n\nThis project does not adhere to Semantic Versioning.\n\n\n\n\n\nNot applicable for this month." + }, + { + "objectID": "changelog/2024/20240603-changelog.html#released", + "href": "changelog/2024/20240603-changelog.html#released", + "title": "V-Sekai Changelog - June 2024", + "section": "", + "text": "Not applicable for this month." + }, + { + "objectID": "changelog/2024/20240603-changelog.html#unreleased", + "href": "changelog/2024/20240603-changelog.html#unreleased", + "title": "V-Sekai Changelog - June 2024", + "section": "", + "text": "Worked on a pull request for motion blur, which included:\n\nPushing updates to the vsk-motion-blur-4.3-beta1 branch in the Godot repository.\n\nInitiated and updated a paint mixer spectral.js project in the world:main branch\nPushed an update to the mirror script at V-Sekai/avatar_vr_demo so it works in desktop mode as well as XR, and works at arbitrary aspect ratios. Thanks iFire for rubber duckying and encouraging me. Note that if you want square pixels and wish to use the screenspace mode, you need this commit V-Sekai/godot. However, it also supports using Godot’s builtin Frustum camera in non-screenspace mode where the pixels will be aligned along the plane of the mirror. See if you can spot the differences. (the skybox shader doesn’t fully support frustum mode)\nIntegrated OpenTelemetry into the codebase for enhanced debugging capabilities. This will allow developers to trace and monitor application performance in real-time, helping to identify and resolve issues more efficiently.\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\nBumped github/codeql-action from 3.25.6 to 3.25.7 for security best practices.\n\nThis project does not adhere to Semantic Versioning." + }, + { + "objectID": "changelog/2024/20240603-changelog.html#previous-releases", + "href": "changelog/2024/20240603-changelog.html#previous-releases", + "title": "V-Sekai Changelog - June 2024", + "section": "", + "text": "Not applicable for this month." + }, + { + "objectID": "changelog.html", + "href": "changelog.html", + "title": "Changes to V-Sekai", + "section": "", + "text": "All notable changes to this project will be documented in this file.\nThe format is based on Keep a Changelog, and this project does not adhere to Semantic Versioning.\nAdded for new features.\nChanged for changes in existing functionality.\nDeprecated for soon-to-be removed features.\nRemoved for now removed features.\nFixed for any bug fixes.\nSecurity in case of vulnerabilities.\n\n\n\n\n\n\n \n \n \n Order By\n Default\n \n Title\n \n \n \n \n \n \n \n\n\n\n\n\nTitle\n\n\n\n\n\n\nV-Sekai Deck Log - 2025-02-08\n\n\n\n\nV-Sekai Deck Log - 2025-02-07\n\n\n\n\nV-Sekai Deck Log - 2025-02-06\n\n\n\n\nV-Sekai Deck Log - 2025-02-05\n\n\n\n\nV-Sekai Deck Log - 2025-02-04\n\n\n\n\nV-Sekai Deck Log - 2025-02-03\n\n\n\n\nV-Sekai Changelog - December 2024\n\n\n\n\nV-Sekai Changelog - November 2024\n\n\n\n\nV-Sekai Changelog - October 2024\n\n\n\n\nV-Sekai Changelog - September 2024\n\n\n\n\nV-Sekai Changelog - July 2024\n\n\n\n\nSpecial Notice: V-Sekai 2023-2024\n\n\n\n\nV-Sekai Changelog - June 2024\n\n\n\n\nV-Sekai Changelog - May 2024\n\n\n\n\nV-Sekai Changelog - March 2024\n\n\n\n\nV-Sekai Changelog - February 2024\n\n\n\n\nV-Sekai Changelog - January 2024\n\n\n\n\nV-Sekai Changelog - December 2023\n\n\n\n\nV-Sekai Changelog - November 2023\n\n\n\n\nV-Sekai Changelog - October 2023\n\n\n\n\nV-Sekai Changelog - September 2023\n\n\n\n\nV-Sekai Changelog - August 2023\n\n\n\n\nV-Sekai Changelog - July 2023\n\n\n\n\nV-Sekai Changelog - 2023-06\n\n\n\n\nV-Sekai Changelog - 2023-05\n\n\n\n\nV-Sekai Changelog - 2023-03\n\n\n\n\nV-Sekai Changelog - 2023-02\n\n\n\n\nV-Sekai Changelog - 2023-01\n\n\n\n\nV-Sekai Changelog - 2022-12\n\n\n\n\nV-Sekai Changelog - 2022-11\n\n\n\n\nV-Sekai Changelog - 2022-10\n\n\n\n\nV-Sekai Changelog - 2022-09\n\n\n\n\nV-Sekai Changelog - 2022-08\n\n\n\n\nV-Sekai Changelog - 2022-06\n\n\n\n\nV-Sekai Changelog - 2022-05\n\n\n\n\nV-Sekai Changelog - 2022-04\n\n\n\n\nV-Sekai Changelog - 2022-03\n\n\n\n\nV-Sekai Changelog - 2022-02\n\n\n\n\nV-Sekai Changelog - 2022-01\n\n\n\n\nV-Sekai Changelog - 2021-11\n\n\n\n\nV-Sekai Changelog - 2021-10\n\n\n\n\nV-Sekai Changelog - 2021-09\n\n\n\n\nV-Sekai Changelog - 2021-08\n\n\n\n\nV-Sekai Changelog - 2021-07\n\n\n\n\nV-Sekai Changelog - 2021-06\n\n\n\n\nV-Sekai Changelog - 2021-05\n\n\n\n\nV-Sekai Changelog - 2021-04\n\n\n\n\n\nNo matching items" + }, + { + "objectID": "changelog/2024/20240701-changelog.html", + "href": "changelog/2024/20240701-changelog.html", + "title": "V-Sekai Changelog - July 2024", + "section": "", + "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." + }, + { + "objectID": "changelog/2024/20240701-changelog.html#released", + "href": "changelog/2024/20240701-changelog.html#released", + "title": "V-Sekai Changelog - July 2024", + "section": "", + "text": "Not applicable for this month." + }, + { + "objectID": "changelog/2024/20240701-changelog.html#unreleased", + "href": "changelog/2024/20240701-changelog.html#unreleased", + "title": "V-Sekai Changelog - July 2024", + "section": "", + "text": "Replaced 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." }, { - "objectID": "changelog/2024/20240505-changelog.html#released", - "href": "changelog/2024/20240505-changelog.html#released", - "title": "V-Sekai Changelog - May 2024", + "objectID": "changelog/2024/20240701-changelog.html#previous-releases", + "href": "changelog/2024/20240701-changelog.html#previous-releases", + "title": "V-Sekai Changelog - July 2024", "section": "", "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240505-changelog.html#unreleased", - "href": "changelog/2024/20240505-changelog.html#unreleased", - "title": "V-Sekai Changelog - May 2024", + "objectID": "changelog/2024/20240625-changelog.html", + "href": "changelog/2024/20240625-changelog.html", + "title": "Special Notice: V-Sekai 2023-2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20240505-changelog.html#previous-releases", - "href": "changelog/2024/20240505-changelog.html#previous-releases", - "title": "V-Sekai Changelog - May 2024", + "objectID": "changelog/2024/20240625-changelog.html#stuff-we-did-over-the-past-year", + "href": "changelog/2024/20240625-changelog.html#stuff-we-did-over-the-past-year", + "title": "Special Notice: V-Sekai 2023-2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20240330-changelog.html", - "href": "changelog/2024/20240330-changelog.html", - "title": "V-Sekai Changelog - March 2024", + "objectID": "changelog/2024/20240625-changelog.html#current-work", + "href": "changelog/2024/20240625-changelog.html#current-work", + "title": "Special Notice: V-Sekai 2023-2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20240330-changelog.html#released", - "href": "changelog/2024/20240330-changelog.html#released", - "title": "V-Sekai Changelog - March 2024", + "objectID": "changelog/2024/20240625-changelog.html#other-projects-in-progress", + "href": "changelog/2024/20240625-changelog.html#other-projects-in-progress", + "title": "Special Notice: V-Sekai 2023-2024", "section": "", - "text": "Not applicable for this month." + "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." }, { - "objectID": "changelog/2024/20240330-changelog.html#unreleased", - "href": "changelog/2024/20240330-changelog.html#unreleased", - "title": "V-Sekai Changelog - March 2024", + "objectID": "changelog/2024/20240625-changelog.html#wtfawry-what-do-we-need-to-get-v-sekai-game-working-with-the-new-architecture", + "href": "changelog/2024/20240625-changelog.html#wtfawry-what-do-we-need-to-get-v-sekai-game-working-with-the-new-architecture", + "title": "Special Notice: V-Sekai 2023-2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20240330-changelog.html#previous-releases", - "href": "changelog/2024/20240330-changelog.html#previous-releases", - "title": "V-Sekai Changelog - March 2024", + "objectID": "changelog/2024/20240901-changelog.html", + "href": "changelog/2024/20240901-changelog.html", + "title": "V-Sekai Changelog - September 2024", + "section": "", + "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." + }, + { + "objectID": "changelog/2024/20240901-changelog.html#released", + "href": "changelog/2024/20240901-changelog.html#released", + "title": "V-Sekai Changelog - September 2024", "section": "", "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20241003-changelog.html", - "href": "changelog/2024/20241003-changelog.html", - "title": "V-Sekai Changelog - October 2024", + "objectID": "changelog/2024/20240901-changelog.html#unreleased", + "href": "changelog/2024/20240901-changelog.html#unreleased", + "title": "V-Sekai Changelog - September 2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20241003-changelog.html#released", - "href": "changelog/2024/20241003-changelog.html#released", - "title": "V-Sekai Changelog - October 2024", + "objectID": "changelog/2024/20240901-changelog.html#previous-releases", + "href": "changelog/2024/20240901-changelog.html#previous-releases", + "title": "V-Sekai Changelog - September 2024", "section": "", "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20241003-changelog.html#unreleased", - "href": "changelog/2024/20241003-changelog.html#unreleased", - "title": "V-Sekai Changelog - October 2024", + "objectID": "changelog/2024/20241102-changelog.html", + "href": "changelog/2024/20241102-changelog.html", + "title": "V-Sekai Changelog - November 2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20241003-changelog.html#previous-releases", - "href": "changelog/2024/20241003-changelog.html#previous-releases", - "title": "V-Sekai Changelog - October 2024", + "objectID": "changelog/2024/20241102-changelog.html#released", + "href": "changelog/2024/20241102-changelog.html#released", + "title": "V-Sekai Changelog - November 2024", "section": "", - "text": "Not applicable for this month." + "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." }, { - "objectID": "changelog/2024/20240202-changelog.html", - "href": "changelog/2024/20240202-changelog.html", - "title": "V-Sekai Changelog - February 2024", + "objectID": "changelog/2024/20241102-changelog.html#unreleased", + "href": "changelog/2024/20241102-changelog.html#unreleased", + "title": "V-Sekai Changelog - November 2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20240202-changelog.html#released", - "href": "changelog/2024/20240202-changelog.html#released", - "title": "V-Sekai Changelog - February 2024", + "objectID": "changelog/2024/20241102-changelog.html#previous-releases", + "href": "changelog/2024/20241102-changelog.html#previous-releases", + "title": "V-Sekai Changelog - November 2024", "section": "", "text": "Not applicable for this month." }, { - "objectID": "changelog/2024/20240202-changelog.html#unreleased", - "href": "changelog/2024/20240202-changelog.html#unreleased", - "title": "V-Sekai Changelog - February 2024", + "objectID": "changelog/2024/20241102-changelog.html#ask-yourself-why-the-fuck-arent-released-yet", + "href": "changelog/2024/20241102-changelog.html#ask-yourself-why-the-fuck-arent-released-yet", + "title": "V-Sekai Changelog - November 2024", "section": "", - "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." }, { - "objectID": "changelog/2024/20240202-changelog.html#previous-releases", - "href": "changelog/2024/20240202-changelog.html#previous-releases", - "title": "V-Sekai Changelog - February 2024", + "objectID": "changelog/2024/20240101-changelog.html", + "href": "changelog/2024/20240101-changelog.html", + "title": "V-Sekai Changelog - January 2024", "section": "", - "text": "Not applicable for this month." + "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." }, { - "objectID": "changelog/2022/20221101-changelog.html", - "href": "changelog/2022/20221101-changelog.html", - "title": "V-Sekai Changelog - 2022-11", + "objectID": "changelog/2024/20240101-changelog.html#released", + "href": "changelog/2024/20240101-changelog.html#released", + "title": "V-Sekai Changelog - January 2024", "section": "", - "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" + "text": "Not applicable for this month." }, { - "objectID": "changelog/2022/20221101-changelog.html#section", - "href": "changelog/2022/20221101-changelog.html#section", - "title": "V-Sekai Changelog - 2022-11", + "objectID": "changelog/2024/20240101-changelog.html#unreleased", + "href": "changelog/2024/20240101-changelog.html#unreleased", + "title": "V-Sekai Changelog - January 2024", "section": "", - "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." }, { - "objectID": "changelog/2022/20221101-changelog.html#section-1", - "href": "changelog/2022/20221101-changelog.html#section-1", - "title": "V-Sekai Changelog - 2022-11", + "objectID": "changelog/2024/20240101-changelog.html#previous-releases", + "href": "changelog/2024/20240101-changelog.html#previous-releases", + "title": "V-Sekai Changelog - January 2024", "section": "", - "text": "Game releases are working again." + "text": "Not applicable for this month." }, { - "objectID": "changelog/2022/20221101-changelog.html#lyuma", - "href": "changelog/2022/20221101-changelog.html#lyuma", - "title": "V-Sekai Changelog - 2022-11", + "objectID": "changelog/2022/20220201-changelog.html", + "href": "changelog/2022/20220201-changelog.html", + "title": "V-Sekai Changelog - 2022-02", "section": "", - "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." }, { - "objectID": "changelog/2022/20220601-changelog.html", - "href": "changelog/2022/20220601-changelog.html", - "title": "V-Sekai Changelog - 2022-06", + "objectID": "changelog/2022/20220201-changelog.html#section", + "href": "changelog/2022/20220201-changelog.html#section", + "title": "V-Sekai Changelog - 2022-02", "section": "", - "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" }, { - "objectID": "changelog/2022/20220601-changelog.html#section", - "href": "changelog/2022/20220601-changelog.html#section", - "title": "V-Sekai Changelog - 2022-06", + "objectID": "changelog/2022/20220201-changelog.html#section-1", + "href": "changelog/2022/20220201-changelog.html#section-1", + "title": "V-Sekai Changelog - 2022-02", "section": "", - "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" }, { - "objectID": "changelog/2022/20220601-changelog.html#section-1", - "href": "changelog/2022/20220601-changelog.html#section-1", - "title": "V-Sekai Changelog - 2022-06", + "objectID": "changelog/2022/20220201-changelog.html#section-2", + "href": "changelog/2022/20220201-changelog.html#section-2", + "title": "V-Sekai Changelog - 2022-02", "section": "", - "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." }, { - "objectID": "changelog/2022/20220601-changelog.html#section-2", - "href": "changelog/2022/20220601-changelog.html#section-2", - "title": "V-Sekai Changelog - 2022-06", + "objectID": "changelog/2022/20220201-changelog.html#section-3", + "href": "changelog/2022/20220201-changelog.html#section-3", + "title": "V-Sekai Changelog - 2022-02", "section": "", - "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" + "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." }, { - "objectID": "changelog/2022/20220601-changelog.html#section-3", - "href": "changelog/2022/20220601-changelog.html#section-3", - "title": "V-Sekai Changelog - 2022-06", + "objectID": "changelog/2022/20220201-changelog.html#section-4", + "href": "changelog/2022/20220201-changelog.html#section-4", + "title": "V-Sekai Changelog - 2022-02", "section": "", - "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" }, { - "objectID": "changelog/2022/20221001-changelog.html", - "href": "changelog/2022/20221001-changelog.html", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220201-changelog.html#section-5", + "href": "changelog/2022/20220201-changelog.html#section-5", + "title": "V-Sekai Changelog - 2022-02", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section", - "href": "changelog/2022/20221001-changelog.html#section", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220201-changelog.html#section-6", + "href": "changelog/2022/20220201-changelog.html#section-6", + "title": "V-Sekai Changelog - 2022-02", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section-1", - "href": "changelog/2022/20221001-changelog.html#section-1", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220501-changelog.html", + "href": "changelog/2022/20220501-changelog.html", + "title": "V-Sekai Changelog - 2022-05", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section-2", - "href": "changelog/2022/20221001-changelog.html#section-2", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220501-changelog.html#section", + "href": "changelog/2022/20220501-changelog.html#section", + "title": "V-Sekai Changelog - 2022-05", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section-3", - "href": "changelog/2022/20221001-changelog.html#section-3", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220501-changelog.html#section-1", + "href": "changelog/2022/20220501-changelog.html#section-1", + "title": "V-Sekai Changelog - 2022-05", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section-4", - "href": "changelog/2022/20221001-changelog.html#section-4", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220501-changelog.html#section-2", + "href": "changelog/2022/20220501-changelog.html#section-2", + "title": "V-Sekai Changelog - 2022-05", "section": "", - "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" }, { - "objectID": "changelog/2022/20221001-changelog.html#section-5", - "href": "changelog/2022/20221001-changelog.html#section-5", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220501-changelog.html#section-3", + "href": "changelog/2022/20220501-changelog.html#section-3", + "title": "V-Sekai Changelog - 2022-05", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section-6", - "href": "changelog/2022/20221001-changelog.html#section-6", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220901-changelog.html", + "href": "changelog/2022/20220901-changelog.html", + "title": "V-Sekai Changelog - 2022-09", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section-7", - "href": "changelog/2022/20221001-changelog.html#section-7", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220801-changelog.html", + "href": "changelog/2022/20220801-changelog.html", + "title": "V-Sekai Changelog - 2022-08", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#humble-contributions-and-places-to-start", - "href": "changelog/2022/20221001-changelog.html#humble-contributions-and-places-to-start", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220801-changelog.html#lyuma-04082022", + "href": "changelog/2022/20220801-changelog.html#lyuma-04082022", + "title": "V-Sekai Changelog - 2022-08", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section-8", - "href": "changelog/2022/20221001-changelog.html#section-8", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220801-changelog.html#ifire-he-him-26082022", + "href": "changelog/2022/20220801-changelog.html#ifire-he-him-26082022", + "title": "V-Sekai Changelog - 2022-08", "section": "", - "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." }, { - "objectID": "changelog/2022/20221001-changelog.html#section-9", - "href": "changelog/2022/20221001-changelog.html#section-9", - "title": "V-Sekai Changelog - 2022-10", + "objectID": "changelog/2022/20220801-changelog.html#トカゲ", + "href": "changelog/2022/20220801-changelog.html#トカゲ", + "title": "V-Sekai Changelog - 2022-08", "section": "", - "text": "ASTC work for mobile gpu textures work." + "text": "Many changes to the Godot Engine 4 master retargeting and animation system were added." }, { - "objectID": "changelog/2022/20221201-changelog.html", - "href": "changelog/2022/20221201-changelog.html", - "title": "V-Sekai Changelog - 2022-12", + "objectID": "changelog/2022/20220101-changelog.html", + "href": "changelog/2022/20220101-changelog.html", + "title": "V-Sekai Changelog - 2022-01", "section": "", - "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." }, { - "objectID": "changelog/2022/20220401-changelog.html", - "href": "changelog/2022/20220401-changelog.html", - "title": "V-Sekai Changelog - 2022-04", + "objectID": "changelog/2022/20220101-changelog.html#section", + "href": "changelog/2022/20220101-changelog.html#section", + "title": "V-Sekai Changelog - 2022-01", "section": "", - "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." }, { - "objectID": "changelog/2022/20220401-changelog.html#section", - "href": "changelog/2022/20220401-changelog.html#section", - "title": "V-Sekai Changelog - 2022-04", + "objectID": "changelog/2022/20220101-changelog.html#section-1", + "href": "changelog/2022/20220101-changelog.html#section-1", + "title": "V-Sekai Changelog - 2022-01", "section": "", - "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." }, { - "objectID": "changelog/2022/20220401-changelog.html#section-1", - "href": "changelog/2022/20220401-changelog.html#section-1", - "title": "V-Sekai Changelog - 2022-04", + "objectID": "changelog/2022/20220101-changelog.html#section-2", + "href": "changelog/2022/20220101-changelog.html#section-2", + "title": "V-Sekai Changelog - 2022-01", "section": "", - "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." }, { - "objectID": "changelog/2022/20220401-changelog.html#section-2", - "href": "changelog/2022/20220401-changelog.html#section-2", - "title": "V-Sekai Changelog - 2022-04", + "objectID": "changelog/2022/20220301-changelog.html", + "href": "changelog/2022/20220301-changelog.html", + "title": "V-Sekai Changelog - 2022-03", "section": "", - "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" }, { - "objectID": "changelog/2022/20220401-changelog.html#section-3", - "href": "changelog/2022/20220401-changelog.html#section-3", - "title": "V-Sekai Changelog - 2022-04", + "objectID": "changelog/2022/20220301-changelog.html#section", + "href": "changelog/2022/20220301-changelog.html#section", + "title": "V-Sekai Changelog - 2022-03", "section": "", - "text": "FBX2GLTF and Blender importers are merged." + "text": "OpenXR mode works!!!\nMade a skeleton retargeting demo." }, { - "objectID": "changelog/2022/20220401-changelog.html#section-4", - "href": "changelog/2022/20220401-changelog.html#section-4", - "title": "V-Sekai Changelog - 2022-04", + "objectID": "changelog/2022/20220301-changelog.html#section-1", + "href": "changelog/2022/20220301-changelog.html#section-1", + "title": "V-Sekai Changelog - 2022-03", "section": "", - "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" }, { - "objectID": "changelog/2023/20230801-changelog.html", - "href": "changelog/2023/20230801-changelog.html", - "title": "V-Sekai Changelog - August 2023", + "objectID": "changelog/2023/20230601-changelog.html", + "href": "changelog/2023/20230601-changelog.html", + "title": "V-Sekai Changelog - 2023-06", "section": "", - "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." }, { - "objectID": "changelog/2023/20230801-changelog.html#unreleased", - "href": "changelog/2023/20230801-changelog.html#unreleased", - "title": "V-Sekai Changelog - August 2023", + "objectID": "changelog/2023/20230601-changelog.html#simplified-setup-and-advanced-solver-system", + "href": "changelog/2023/20230601-changelog.html#simplified-setup-and-advanced-solver-system", + "title": "V-Sekai Changelog - 2023-06", "section": "", - "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." + "text": "The 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." }, { - "objectID": "changelog/2023/20230801-changelog.html#previous-releases", - "href": "changelog/2023/20230801-changelog.html#previous-releases", - "title": "V-Sekai Changelog - August 2023", + "objectID": "changelog/2023/20230601-changelog.html#graphics-processing-unit-gpu-performance", + "href": "changelog/2023/20230601-changelog.html#graphics-processing-unit-gpu-performance", + "title": "V-Sekai Changelog - 2023-06", "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": "There 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." }, { - "objectID": "changelog/2023/20231001-changelog.html", - "href": "changelog/2023/20231001-changelog.html", - "title": "V-Sekai Changelog - October 2023", + "objectID": "changelog/2023/20230601-changelog.html#comparing-performance-across-platforms", + "href": "changelog/2023/20230601-changelog.html#comparing-performance-across-platforms", + "title": "V-Sekai Changelog - 2023-06", "section": "", - "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" + "text": "The 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." }, { - "objectID": "changelog/2023/20231001-changelog.html#unreleased", - "href": "changelog/2023/20231001-changelog.html#unreleased", - "title": "V-Sekai Changelog - October 2023", + "objectID": "changelog/2023/20230601-changelog.html#tailoring-performance-for-different-devices", + "href": "changelog/2023/20230601-changelog.html#tailoring-performance-for-different-devices", + "title": "V-Sekai Changelog - 2023-06", "section": "", - "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." + "text": "The 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." }, { - "objectID": "changelog/2023/20231001-changelog.html#previous-releases", - "href": "changelog/2023/20231001-changelog.html#previous-releases", - "title": "V-Sekai Changelog - October 2023", + "objectID": "changelog/2023/20230601-changelog.html#rendering-avatars", + "href": "changelog/2023/20230601-changelog.html#rendering-avatars", + "title": "V-Sekai Changelog - 2023-06", "section": "", - "text": "Not applicable for this month." + "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." }, { - "objectID": "changelog/2023/20231001-changelog.html#misc", - "href": "changelog/2023/20231001-changelog.html#misc", - "title": "V-Sekai Changelog - October 2023", + "objectID": "changelog/2023/20230601-changelog.html#future-plans", + "href": "changelog/2023/20230601-changelog.html#future-plans", + "title": "V-Sekai Changelog - 2023-06", "section": "", - "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" + "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." }, { - "objectID": "changelog/2023/20231001-changelog.html#quotes-of-the-month", - "href": "changelog/2023/20231001-changelog.html#quotes-of-the-month", - "title": "V-Sekai Changelog - October 2023", + "objectID": "changelog/2023/20231109-changelog.html", + "href": "changelog/2023/20231109-changelog.html", + "title": "V-Sekai Changelog - November 2023", "section": "", - "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." }, { - "objectID": "changelog/2023/20230501-changelog.html", - "href": "changelog/2023/20230501-changelog.html", - "title": "V-Sekai Changelog - 2023-05", + "objectID": "changelog/2023/20231109-changelog.html#released", + "href": "changelog/2023/20231109-changelog.html#released", + "title": "V-Sekai Changelog - November 2023", "section": "", - "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" }, { - "objectID": "changelog/2023/20230501-changelog.html#unidot-update-summary", - "href": "changelog/2023/20230501-changelog.html#unidot-update-summary", - "title": "V-Sekai Changelog - 2023-05", + "objectID": "changelog/2023/20231109-changelog.html#unreleased", + "href": "changelog/2023/20231109-changelog.html#unreleased", + "title": "V-Sekai Changelog - November 2023", "section": "", - "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." }, { - "objectID": "changelog/2023/20230901-changelog.html", - "href": "changelog/2023/20230901-changelog.html", - "title": "V-Sekai Changelog - September 2023", + "objectID": "changelog/2023/20231109-changelog.html#previous-releases", + "href": "changelog/2023/20231109-changelog.html#previous-releases", + "title": "V-Sekai Changelog - November 2023", "section": "", - "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." }, { - "objectID": "changelog/2023/20230901-changelog.html#unreleased", - "href": "changelog/2023/20230901-changelog.html#unreleased", - "title": "V-Sekai Changelog - September 2023", + "objectID": "changelog/2023/20231109-changelog.html#misc", + "href": "changelog/2023/20231109-changelog.html#misc", + "title": "V-Sekai Changelog - November 2023", "section": "", - "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." }, { - "objectID": "changelog/2023/20230901-changelog.html#changed", - "href": "changelog/2023/20230901-changelog.html#changed", - "title": "V-Sekai Changelog - September 2023", + "objectID": "changelog/2023/20230101-changelog.html", + "href": "changelog/2023/20230101-changelog.html", + "title": "V-Sekai Changelog - 2023-01", "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." }, { - "objectID": "changelog/2023/20230901-changelog.html#previous-releases", - "href": "changelog/2023/20230901-changelog.html#previous-releases", - "title": "V-Sekai Changelog - September 2023", + "objectID": "changelog/2023/20230701-changelog.html", + "href": "changelog/2023/20230701-changelog.html", + "title": "V-Sekai Changelog - July 2023", "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": "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/2023/20230901-changelog.html#work-in-progress", - "href": "changelog/2023/20230901-changelog.html#work-in-progress", - "title": "V-Sekai Changelog - September 2023", + "objectID": "changelog/2023/20230701-changelog.html#unreleased", + "href": "changelog/2023/20230701-changelog.html#unreleased", + "title": "V-Sekai Changelog - July 2023", "section": "", - "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." }, { - "objectID": "changelog/2023/20230301-changelog.html", - "href": "changelog/2023/20230301-changelog.html", - "title": "V-Sekai Changelog - 2023-03", + "objectID": "changelog/2023/20230701-changelog.html#previous-releases", + "href": "changelog/2023/20230701-changelog.html#previous-releases", + "title": "V-Sekai Changelog - July 2023", "section": "", - "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." }, { - "objectID": "changelog/2023/20230301-changelog.html#fire", - "href": "changelog/2023/20230301-changelog.html#fire", - "title": "V-Sekai Changelog - 2023-03", + "objectID": "changelog/2023/20230201-changelog.html", + "href": "changelog/2023/20230201-changelog.html", + "title": "V-Sekai Changelog - 2023-02", "section": "", - "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." }, { - "objectID": "changelog/2023/20231207-changelog.html", - "href": "changelog/2023/20231207-changelog.html", - "title": "V-Sekai Changelog - December 2023", + "objectID": "changelog/2023/20230201-changelog.html#people", + "href": "changelog/2023/20230201-changelog.html#people", + "title": "V-Sekai Changelog - 2023-02", "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." }, { - "objectID": "changelog/2023/20231207-changelog.html#released", - "href": "changelog/2023/20231207-changelog.html#released", - "title": "V-Sekai Changelog - December 2023", + "objectID": "changelog/2023/20230201-changelog.html#fire", + "href": "changelog/2023/20230201-changelog.html#fire", + "title": "V-Sekai Changelog - 2023-02", "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." }, { - "objectID": "changelog/2023/20231207-changelog.html#previous-releases", - "href": "changelog/2023/20231207-changelog.html#previous-releases", - "title": "V-Sekai Changelog - December 2023", + "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." }, { - "objectID": "changelog/2025/20250204-deck-log.html", - "href": "changelog/2025/20250204-deck-log.html", - "title": "V-Sekai Deck Log - 2025-02-04", + "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. 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