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d4rkpl4y3r Avatar Optimizer 3.9.0

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@d4rkc0d3r d4rkc0d3r released this 14 Oct 16:58
· 10 commits to main since this release

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Features

  • Generated shaders and materials are now stripped of all properties that got baked into the shader.
    • This reduces avatar download and uncompressed size slightly.
  • Reduced the amount of shader variants generated when using Write Properties as Static Values.
    • Forward base passes don't generate variants without the LIGHTPROBE_SH keyword anymore.
    • Materials with render queue > 2500 don't generate any shadow related variants.

Changes

  • Generated shader names now have a hash suffix.
  • Keep MMD Blend Shapes is now MMD Compatibility and also prevents the first 3 fx layers to get merged or deleted. (more)
  • Rewrote handling of material property animations with WD ON while using Shader Toggles.
    • It now tracks which meshes are animated and put those into a mask in the material instead of checking for NaN values.
  • Automatically add the mesh of RealKissSystem to exclusions internally.

Bug Fixes

  • Copy the toggle Normalized Blend Values of direct blend trees. (more)
  • Fix FindAllPhysBoneDependencies not checking VRCConstraints or FinalIK components. (more)
  • Fix animation bindings of the base type Renderer not getting respected properly. (more)
  • Shader parser now handles ColorMask 0 passes with no code block correctly and throws a parse error for other non code block passes.
  • Fix optimizer not checking all the animator controllers in the avatar descriptor for some things.
  • Fix special animation layers not getting updated animation clips.
  • Layers with only a off animation no longer block default disabled meshes from using NaNimation. (more)
  • Fix IsAnimatableBinding not checking if the bindings type is a base type of the component types.