0.10.11 Update

[list] [*] ๐Ÿ†™ [b]OPTIMIZATIONS![/b] Warudo now runs faster. - We measured a 30% FPS increase (198 FPS -> 256 FPS) for a typical setup (iFacialMocap + MediaPipe)! [*] ๐Ÿ‘ Hands tracked by MediaPipe no longer follow your body around by default. - That generally means the whereabouts of your character's hands will be closer to what you expect, but if you don't like it, you can set "Hands Follow Body Movement" to 1 in settings. [*] Finally - Warudo now asks you if you want to save your scene first upon closing Warudo ๐Ÿ’ฏ [*] Warudo now no longer tries to duplicate your webcam unless absolutely necessary. - This should fix a ton of "Camera is not valid" / "My webcam tracking is not working at all" issues [*] "Throw Prop At Character" node now comes with randomized launch rotation and an initial torque (angular velocity), and an option to despawn the prop on impact [*] Props/Anchors can now attach to another prop's child transform [*] MediaPipe now runs on GPU by default [/list] ๐Ÿ“Š Blueprint stuff: [list] [*] [b]List variables & operations![/b] Now you can save lists as blueprint variables, and operate on lists: - Including `Get`, `Set`, `Add`, `Contains`, `IndexOf`, `LastIndexOf`, `Length`, `Remove`, `RemoveIndex`, `Resize`, `Slice` and `Insert` [*] You can now specify an initial delay and an interval for the "For Loop" node [*] Vector3 is now a supported blueprint variable type [*] Other new nodes: - "Integer Modulo" - "Quaternion Multiply Vector3" [/list] Other fixed issues: [list] [*] "Set Camera Field Of View" node does not work if camera control mode set to None [*] Camera orthographic parameters and near/far plane parameters do not work if camera control mode set to None [/list] [b]BREAKING CHANGES[/b] [list] [*] If you are using the "Float Pendulum Physics" node to implement Live2D eye wiggles, please note that blendshapes are now clamped between 0-1 by default on the "Set Character Tracking BlendShapes" node (you can usually find it on the right of the face tracking blueprint). You need to either set "Clamp All BlendShapes" to No or add the eye wiggling blendshapes (i.e. eye highlight movements, etc.) to the "Unclamped BlendShapes" list. [*] "String Slice" node now uses 0-based indexing [/list]