The Handcuff code is slowly falling into place
I was out of town earlier this week and the day I came back I ended up on a friend’s live stream (again). Fun, but exhausting.
I did my best to use the remaining time productively, but even now as I write this post, I still feel somewhat sick. Here is a bit of a summary of the work done on the new handcuffs, so far.
All of these use configuration cards, so that’s really on a “per avatar” basis:
- Tightness of the bracelets when the cuffs are closed.
- Wrist spacing when animated (front-cuffed only at the moment), this uses a bunch of animation variants effectively.
- A saved “position & rotation” for the front-cuffed and “unworn” state. (only read on script reset, manually moving the cuffs to a new position will be saved)
- Whether the cuffs should be visible, or hidden when in the “unworn” state. Most people will probably want them hidden, but a “nice to have”.
And those all update live, that’s kinda nice, but you do need to do this with the RLV mode disabled due to the no-edit restriction.
I ended up almost losing my mind hunting down what I assumed to be a major bug introduced during the (ongoing) PBR refresh of the system. But no, after 2 hours, it turns out the new LSL preprocessor I was using appears to have a bug that causes it to optimize out functional (and important) code.
I’ve also done some work on the VRChat version of the Cell Block D-5, and got a nice prototype of the media player. I even got my hands on some screen shaders (made by Noriben Lunch) to give each of the displays the right appearance (Trinitron aperture grid and an LCD panel… maybe the rack should also be a CRT tube… or a broken LCD?).