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# MateEngine X3.0 ## Windows and Taskbar Sitting Rewrite * Avatars sit more naturally on windows and the taskbar. Legs render in front while hair renders behind for a seamless look. * Transitions between dragging and sitting are smoother. * Alignment with windows and the taskbar improved. If a model looks off adjust **Y Offset** in settings. Some models may need minor manual tweaks due to different bone rigs. * You can give headpats while the avatar sits. The avatar closes its eyes and shows sparkling particles. More headpat animations will be added later. * The avatar no longer jumps off the taskbar when the Windows Start Menu or Search opens. * You must hold the avatar for at least one second before it will sit to prevent accidental sits during fast moves. ## Feed System (Alpha) * Avatars can drink. Press the middle mouse button to open the Food Radial menu. Spawn smoothies and bring them to the avatar to feed. This is an early access feature. * When Spawning a Smoothie it will always spawn a Random smoothie! Keep in mind this feature is new and not perfect but i think it is a nice to have! ## Drag Smoothing * Dragging the avatar feels smoother and more stable. * A light smoothing effect was added to make dragging natural without noticeable delay. ## Taskbar Sitting Changes * The circle menu is disabled while the avatar sits on the taskbar, showing only **Jump Off**. * This prevents visual overlap from other UI while sitting. * Moving the menu up while sitting increases cost, so it remains off for taskbar sitting but works normally on window sitting. ## Animation Changes * Minor rotation adjustments to dragging animations. * Improved transition timing for intimate animation for smoother flow. ## Minecraft Integration MateEngine reacts to Minecraft events in real time. The avatar comments on gameplay, warns about danger, and celebrates victories. ### How it works * Install the **MateSignal Forge mod** in Minecraft and run **MateEngine** on the same device or local network. * MateSignal forwards in-game events to MateEngine so the avatar can display messages or play animations. * Intended for singleplayer and private multiplayer use. Avoid competitive or official servers where live alerts could be an unfair advantage. ### Examples of reactions * Day start: cheerful wake-up * Night start: reminder to stay safe * Nearby mobs: instant warnings for creepers, zombies, etc. * Low health or hunger: worried or encouraging lines * Crafting: excited comments * Weather: reactions when rain starts * Death: sad or comforting messages * Biome discovery: happy or curious reactions * Eating: cheering during meals * Killing mobs: victory reactions ### Requirements * Minecraft 1.21.10 * Forge Mod Loader * MateSignal installed and integration enabled in MateEngine ## Dance Player Update * Added **Lock Mode (Experimental)**. Enables camera tracking for dances that move the avatar far left or right so the window follows their motion. ## Hand Tracking Changes * Hand tracking is more accurate to the mouse position. * Reduced activation zone to prevent unwanted tracking on smaller avatars. ## Buy Option * Added a buy button to the Minecraft Integration and Steam DLC categories. These buttons appear when running the free GitHub build. ## Bug Fixes * Avatars no longer attach to windows or the taskbar while custom dances are active. * Fixed avatar disappearing after sitting on minimized windows. * Fixed incorrect positioning when a window closes. * Fixed teleport when a window is maximized. ## Internal Changes * Removed unused code to reduce missing script warnings. * General cleanup and small performance adjustments.
70 lines
1.5 KiB
Text
70 lines
1.5 KiB
Text
Shader "UMotion Editor/Unlit Dashed Line"
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{
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Properties
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{
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_Color("Line Color (RGB) Trans (A)", color) = (0, 0, 0, 1)
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_Thickness("Line Thikness", Range(0, 4)) = 0.9
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_DashFrequency("Dash Frequency", Range(0, 150)) = 100
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}
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SubShader
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{
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Tags {"Queue"="Transparent" "RenderType"="Transparent" "IgnoreProjector"="True" "DisableBatching"="True" }
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LOD 100
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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fixed4 _Color;
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half _Thickness;
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half _DashFrequency;
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struct vInput
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{
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float4 vertex : POSITION;
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half4 texcoord : TEXCOORD0;
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};
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struct vOutput
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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vOutput vert(vInput i)
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{
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vOutput o;
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o.pos = UnityObjectToClipPos(i.vertex);
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o.uv = i.texcoord.xy;
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o.uv.x *= length(float3(unity_ObjectToWorld[0].z, unity_ObjectToWorld[1].z, unity_ObjectToWorld[2].z));
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return o;
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}
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fixed4 frag(vOutput i) : SV_Target
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{
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half2 mass = half2(sin(i.uv.x * _DashFrequency), i.uv.y);
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half2 width = abs(ddx(mass)) + abs(ddy(mass));
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half2 smoothed = smoothstep(half2(0, 0), width * _Thickness, mass.xy);
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half alpha = max(smoothed.x, smoothed.y);
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return fixed4(_Color.x, _Color.y, _Color.z, 1 - alpha);
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}
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ENDCG
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} //Pass
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} //SubShader
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} //Shader
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