dna - BFP v1.31 changelog: — page 1
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dna - BFP v1.31 changelog:

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Once again, not many visuals I can share due in part to the nsfw nature of the main changes (since this is a free access post), and to the less visual aspect of some of the other changes

Summary:

Actions: # behind branch expansion, new action (standing_behind_#_#), improvements and adjustments to lots of other actions flow and transitions

Wearables: fixed various clipping issues on several wearables

Dialogue updates, finalized conditional name calling (based on frustration in relation to the opponent)

Various optimizations and improvements

Lots of fixes. The changes required for the performance gains in v1.30 caused a few issues (some of them annoying) that I had to fix

Changelog:

Actions / animations:

# # branch:

Updated to include a struggle phase during which the actor will make a decision about disengaging / escaping or initiating / continuing a # duel (2 animations)

Added a reverse # action (reverse_#_#_#)

standing_behind_#_#

lying_on_side_struggle will now directly settle when one of the characters has the higher effort (outside the equal range), and will not occasionally continue with lying_on_side_actor_# or lying_on_side_target_# as before; you will still see #, but as part of the side struggle action; the two actions are now considered deprecated, but are retained for backwards compatibility and creating timelines in the Gallery

various adjustments to lying_on_the_side_struggle, #_#_target_turns_the_tables, #_#_target_turns_the_tables_to_straddling, #_#_to_prone, in order to improve transition smoothness

improvements to clarity when it comes to who's in control during (reverse_)straddling_bearhug_#; # is now excluded from being the first animation in these actions; motion changes during a climax

various action flow improvements

intent re-categorization for several actions

Wearables and appearance:

Updated default characters. Use 'Update default characters' appearance' under Options to update their visuals, without affecting their progress. Note however that any changes you might have made to their appearance/outfits will be overwritten

Updated both Eye patches with support for the Face roundness, Upper cheek depth, Cheek width shapes (fixes clipping for various shape combinations)

Fixed various clipping issues on Kitsune mask (cat), Veil (lower face cover, short) and Veil (lower face cover, long)

Dialogue:

Finalized the conditional name calling implementation for all human character types (only for the default topic library)

Revised the anti-repeat mechanisms for invectives / name calling

Various default dialogue updates

Other:

Optimized shape / adjustments slider use in the Character editor. Dragging a slider no longer causes the whole character to be fully rebuilt from scratch, and instead any update only touches the shapes, position adjustments, or physics

Discard unused IK bones from animations, since they aren't being used

New condition: actor/target>action_in_recent_history(action_name, n). Used to avoid going into actions that make no sense (e.g. disengaging from a certain action and then going into it again very soon after)

Fixes:

Fixed # # variant condition in reverse_straddling_#_#

Fixed standing_#/#_#_intro not triggering anger updates and being inconsistent with standing_#/#_#

Fix scaling range issues with the Slicked mid ponytail hairstyle causing clipping with the Tricorn

Fix the occasional random deformations resulting from updating character shapes / part adjustments while the character is paused

Fix unpausing a character that's been rotated after pausing it causing spring bone spasms

Fix the head accessory adjustments section being left behind on undress / equipping another outfit that does not contain a head accessory

Fix first person camera frozen while the game is paused

Fix voices / sfx from the previous match occasionally playing at the start of a new match

Fix lots of (user-transparent) internal errors due to the order of operations in character initialization / pausing / resuming. Handle instances where various nodes are not inside the tree yet

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