Update: Release 13

12/31/24

Features and Improvements:

  • 22: Added the quadruped horse base (Ultros supporters, accessible via code)
  • 69: Added the horse voice pack
  • 70: Make Horses and Caballus autopath animation set work with the new system.
  • 71: Make the Caballu base
  • 95: Fixed the typo in the menu Shannon found. Thanks Shannon!
  • 96: Voice packs are in alphabetical order now. I need to automate this I’ll do that later.
  • 97: UI visual improvements for the voice pack selector 
  • 98: Fixed a minor hitch in loading new voice packs caused by an unneeded error check algorithm to look for problems that couldn’t possibly exist with the changes I made in this system in a previous build.
  • 99: Autocreator improvement for characters to account for differences in hip bone orientation as it relates to the directions that sexual fluids come out.
  • 100: Autocreator improvement for other systems that care about hip bone orientation and future-proofing.
  • 101: Height slider changes that look at character real heights and make the slider move them between 2.5 and 6.5 feet tall instead of an arbitrary amount. 
  • 102: Fixed an issue with procedural motion in quadrupeds that caused their tongues to behave weirdly.
  • 103: Horse breast slider creation. Big booba or little booba. 
  • 104: Added horse accessories
  • 105: Caballu breast slider creation. Big booba or little booba, again.
  • 106: Added Caballu accessories
  • 108: Added ear bones as an option for accessory binding. This will let me create dangly earrings and stuff using the autocreator.
  • 110: Added the ability to handle weird or otherwise non-standard material orders in the autocreator.
  • 112: Split core functions that will be used by Besti 2 off from the main eqCy platform code.
  • 113: Split the ground plane follower for AR scenery into its own program that isn’t dependent on other eqCy functions.
  • 114: Made point scanner not dependent on other eqCy functions. This is the program that handles VR button presses.
  • 115: Manipulated events related to screen blackout to be separate from eqCy-specific code.
  • 116: Massive changes to scene change logic to use strings instead of a database in the code.
  • 117: Split input processing from eqCy-specific code.
  • 118: Split menu ray auto activator (a program to handle auto-switching between distance ray selection and poke selection based on distance) to not have any eqCy-specific code.
  • 119: Removed old unused code
  • 120: Made some changes to the gestural input system so it’s more flexible.
  • 121: Made changes to the system that changes text on menus based on what type of camera system is active to separate it from eqCy-specific code.
  • 122: Improved the settings reset function.
  • 123: Rebound events to the new now split-off event system.
  • 124: Removed all additional links to eqCy-specific startup code from the things that live inside the universal platform code.
  • 125: Fixed an issue that sometimes caused menus to be recorded as visible when they are not, in fact, visible.
  • 126: Made everything eqCy-specific auto-bind to any events they need. This lets me have non-eqCy-Specific code be a prefab and will make updates easier to make in the future.
  • 127: Moved menu invocation to universal system rather than eqCy-specific code.
  • 128: Renamed numerous internal items for more reasonable organization.
  • 129: Abstracted camera rigs that are possible from the main eqCy
  • 132: Startup messaging system moved into the universal side rather than eqCy-specific code.
  • 133: Further menu-related changes so I can recycle more of the menu code for other eqCy-platform games.
  • 134: Made an internal tool change to Reset HardLoad (a diagnostic tool I use to test different save file setups) to be able to pick a different program.
  • 135: Made a small auto-configure program for the startup splash menu.
  • 136: Made an improved toon transparent shader
  • 137: Massive rework to the customizer to permit transparent shader customization.
  • 138: Added additional internal tools to enable/disable functions of shaders when they aren’t needed.
  • 139: Make two-color customization material for horses
  • 140: Make two-color customization material for Caballus.
  • 143: Fixed an issue that was preventing the scroll wheel from working properly in some cases.
  • 144: Make the in-game code system so we don’t need to have multiple binaries. Nobody likes that.