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**Changelog 1.4.0 – THE LOCAL AI Update** **Disclaimer:** The AI runs *entirely locally* and is designed to be environmentally and ethically responsible. - It does **not** harm nature or exploit any artists. - It has only **1.5 billion parameters**, making it a **very small model** by modern standards. - It consumes as much GPU energy as watching a **1440p 60fps YouTube video**. - It was **not trained on artist data**; it uses personal input and public Wikipedia datasets. - It has its own personality, and I ensured it adheres to **ethical standards**. --- ### New Features - Added **Qwen 2.5 1.5B LLM** to MateEngine! - Press **Middle Mouse Button** while hovering over the pet to open the chat window. - Runs fully locally on your GPU — no internet connection required. - Only uses GPU while processing prompts. - Note: This is a **lightweight model** and won’t handle complex tasks or coding. It’s just a small, fun feature! - Added **Resize Button** – Quickly adjust app size for 1080p, 1440p, and 4K monitors. - Added **VRM Information Panel** – Displays polygon count, VRM version, and bone status: - **Perfect** – Properly exported model. - **Failure** – Model has export issues; animations may break. - Added **Options Submenu**. - Added **Volume Sliders** – Independently control pet, effects, and menu volume. - Added **Graphics Settings**. - Added **Dance Trails** – Glowing effects on the pet’s hands during dance. Toggle on/off as desired. - Improved **Music Source Selector** – You can now whitelist or add custom audio sources for dancing. - Added **MateEngine Version Info** – View the current app version from the menu. - Menu can now be opened with **M** key or **Right-Click**. - Added full support for **VRM 1.x** and **VRM 0.x** models. - Introduced **VRM Validator Tool** in Unity Editor – Great for content creators. --- ### Improvements & Fixes - Major **Performance Optimizations**. - Fixed a **GC Error** that could appear after 6–12 hours of continuous use. - Improved **Hand Tracking** – Reduced stuttering in some animations. - Added **Discord Rich Presence** integration. - Added **Glowing Halo** for Steam users as exclusive DLC!
75 lines
No EOL
3.2 KiB
C#
75 lines
No EOL
3.2 KiB
C#
using DiscordRPC;
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using DiscordRPC.Message;
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Lachee.Discord.Control
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{
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[Serializable]
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public sealed class MessageEvents
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{
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[Serializable]
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public sealed class ReadyMessageEvent : UnityEvent<ReadyMessage> { }
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[Serializable]
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public sealed class CloseMessageEvent : UnityEvent<CloseMessage> { }
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[Serializable]
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public sealed class ErrorMessageEvent : UnityEvent<ErrorMessage> { }
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[Serializable]
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public sealed class PresenceMessageEvent : UnityEvent<PresenceMessage> { }
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[Serializable]
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public sealed class SubscribeMessageEvent : UnityEvent<SubscribeMessage> { }
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[Serializable]
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public sealed class UnsubscribeMessageEvent : UnityEvent<UnsubscribeMessage> { }
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[Serializable]
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public sealed class JoinMessageEvent : UnityEvent<JoinMessage> { }
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[Serializable]
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public sealed class SpectateMessageEvent : UnityEvent<SpectateMessage> { }
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[Serializable]
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public sealed class JoinRequestMessageEvent : UnityEvent<JoinRequestMessage> { }
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[Serializable]
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public sealed class ConnectionEstablishedMessageEvent : UnityEvent<ConnectionEstablishedMessage> { }
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[Serializable]
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public sealed class ConnectionFailedMessageEvent : UnityEvent<ConnectionFailedMessage> { }
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public ReadyMessageEvent OnReady = new ReadyMessageEvent();
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public CloseMessageEvent OnClose = new CloseMessageEvent();
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public ErrorMessageEvent OnError = new ErrorMessageEvent();
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public PresenceMessageEvent OnPresenceUpdate = new PresenceMessageEvent();
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public SubscribeMessageEvent OnSubscribe = new SubscribeMessageEvent();
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public UnsubscribeMessageEvent OnUnsubscribe = new UnsubscribeMessageEvent();
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public JoinMessageEvent OnJoin = new JoinMessageEvent();
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public SpectateMessageEvent OnSpectate = new SpectateMessageEvent();
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public JoinRequestMessageEvent OnJoinRequest = new JoinRequestMessageEvent();
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public ConnectionEstablishedMessageEvent OnConnectionEstablished = new ConnectionEstablishedMessageEvent();
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public ConnectionFailedMessageEvent OnConnectionFailed = new ConnectionFailedMessageEvent();
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public void RegisterEvents(DiscordRpcClient client)
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{
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client.OnReady += (s, args) => OnReady.Invoke(args);
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client.OnClose += (s, args) => OnClose.Invoke(args);
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client.OnError += (s, args) => OnError.Invoke(args);
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client.OnPresenceUpdate += (s, args) => OnPresenceUpdate.Invoke(args);
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client.OnSubscribe += (s, args) => OnSubscribe.Invoke(args);
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client.OnUnsubscribe += (s, args) => OnUnsubscribe.Invoke(args);
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client.OnJoin += (s, args) => OnJoin.Invoke(args);
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client.OnSpectate += (s, args) => OnSpectate.Invoke(args);
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client.OnJoinRequested += (s, args) => OnJoinRequest.Invoke(args);
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client.OnConnectionEstablished += (s, args) => OnConnectionEstablished.Invoke(args);
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client.OnConnectionFailed += (s, args) => OnConnectionFailed.Invoke(args);
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}
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}
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} |