2024.9.6.626 - Locomotion animation bugfixes and tweaks

Resonite

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Hello everyone! I've got a bunch of bugfixes and improvements for the new system for you. This should fixup most of the pressing issues and improve some of the behavior. There's still more to do, I was trying to get automated avatar metrics calculation into this build, but it wasn't working right with all avatars, so I'll need more time to finish that one up, but I'm getting snoozy, so I don't want it to hold up stuff. [h2]New Features:[/h2] - Split VelocitySmoothTime parameter to increase & decrease versions (issue #2885) -- This allows the velocity to ramp up much more slowly than it goes back down -- This helps resolve some of the jankiness, particularly when the player is moving in small bursts, by not immediately going to a running gait, unless the movement is sustained - Add LocomotionAnimationBodyCollider component, which is now required for any colliders to be considered for self-collision for the hands (based on report by @memtx, issue #2874) -- Existing full body avatars are automatically instrumented with those components -- Use IgnoreForLeftHand & IgnoreForRightHand to make corresponding hand ignore those colliders (this is used for hand to not self-collide) -- The nearest instance of this component is used, which lets you override which hands get ignored -- The LocomotionAnimationColliderBlock is still respected if it's found in the hierarchy between the collider that was hit and the LocomotionAnimationBodyCollider - this lets you mark a chunk of hierarchy for collision and then exclude parts of it [h2]Locale:[/h2] - Merged Finnish locale update by @airride91 - Merged English locale fixes by @airride91 - Merged Korean locale update by @mirpasec - Merged Chinese locale update by modimobeikete - Merged French locale update by @j4.lc - Merged German locale update by @muppeq [h2]Fixes:[/h2] - Fixed duplicate avatar object slots for feet when using full body tracking, resulting in misbehavior -- This fixes the tracker visuals being visible even when the tracker is calibrated (reported by @charizmare, @hamocorp , issue #2856) - Fix LocomotionAnimationColliderBlock not being properly categorized (reported by @_deltawolf, issue #2868) - Fix feet not being positioned properly in avatar anchors (reported by @yoshi1123_, @bluetera, @nexus15., SilvyPaws, @wolf_seisenbacher, issue #2859) -- AvatarPoseBoxConstraint now has "ProcessSimulatedPoses", which allows you to keep simulated poses when user is in anchor. By default this is off to simulate old behavior. - Fix full body calibrator freaking out when adjusting poses (reported by @hamocorp, @harumaki021, issue #2864) - Fix CurrentOnGround not updating on VRIKAvatar (reported by @gearbell, issue #2860) - Fix held objects moving with head animation (reported by @hamocorp, issue #2858) - Fixed newly registered users sometimes getting a blank dash (reported by @kodeska, fixed by @probableprime)