Big thanks to everyone that's been flagging bugs and to everyone else for bearing with me. Update 22 had a lot of changes under the hood that made rare issues happen more reliably. I'll keep working through them as we find them.
- Improvements to collider sync after loading
- Better tesselation on initial load
- This reduces (but does not eliminate) the small gap between the pelvis and male gens
- You'll still need to load one of HuntingSuccubus' tesselation or subsurface scattering plugins to fix it
- Improvements to race conditions between reloading and skin vertex updates
- Fixed issue where successive reloads may alter the skin
- Stability fixes for repeated reloading of skin and plugin
- Refactored a lot of the initialization code.
- A lot more of it is done synchronously and should hopefully result in fewer race conditions.
- Might also break things. Let me know!
- No longer adds male genital morphs to the female morph UI.
- Should also no longer throw "Could not find morph" errors when loading a scene.
- Now auto-enables 'use male morphs on female'
- It will also zero out all male morphs if the setting wasn't previously set. Otherwise the 'default' male morphs would mess up the model during general use.
- Added a new morph "AltFuta Pelvis Smooth v1" that blends the gens a little better.
- Other small tweaks that I can't remember.
- Brought back the option to hide the male pelvis.
- Note: this turns off any pinning or other geometry changes.
- Merged the material options for the pelvis and penis into one.
- If anyone has a good reason to keep them separate let me know. Otherwise it just seems redundant.
- Fixed issue where FPS drops after loading the plugin and before character UI is loaded.
- Geometry
- Changed the pinning on the front of the pelvis to remove jagged lines
- Changed the pinning on the perineum to be further forward
- Added a "Vagina Hide" morph based off of Particle Pinnacle's vagina forward morphand some built-ins
- This fixes some odd shadows with the new geometry
- Fixed collision between testicles and the colliders in the pelvis and vagina
- Material Options
- Will now load all the saved body textures by default. Added 'merge load' setting to allow for the previous behavior
- Fixed issue with some settings going to 0 when
- Various fixes and improvements. Should hopefully be well-behaved now.
- If you see issues, please let me know.
This update is a long-time coming, and it took a lot of investigation, custom tooling, and trial & error to get here. The end result, though, is what I'm hoping will be the final version of the geometry so texture work can start.
Huge thanks to @WeebUVR for helping me work through all this and creating some of the first compatible textures.
General Changes
- The only major setting is now whether to show/hide the vagina.
- The male pelvis is always drawn and don't use the base textures anymore.
- Consequently, there's no longer a material UI for the female pelvis.
- Added Save/Load of presets
Geometry
- Vagina Hidden - Now Default
- The perineum now stretches around the vagina up towards the anus.
- The vertices are 'pinned' in place and should adjust
- The stretching can cause some odd shadows. I recommend using ParticlePinnacle's 'GM vag only forward' morph to improve it. I may add a version of this in a later release.
- Non-visible parts of the vagina mesh are now hidden.
- If you see small gaps between the pelvis and body, it's likely a problem with tessellation.
- HuntingSuccubus' body smoother should fix it
- WeebUVR has already done some texturing work to smooth this out, and it's looking pretty good! I will let him release that when he's done.
- Vagina Shown
- I've cleaned up the geometry/pinning and hid most of the perineum.
- Unfortunately, there's no way to properly pin the back of the testicles to the area around the clit. The geometry is too different. This still needs to be 'folded' in.
- The unused portions of the vagina mesh are now also hidden here as well.
- Unfortunately, these will need likely need a separate set of textures from the 'hidden' version as it might be difficult to get a texture that works for both.