 bottlefishandCursor
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e884f4fb42
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art(memory): 新增 MemoryOverlay 材质
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 20:39:31 +08:00 |
|
 bottlefishandCursor
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f35edeabe8
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feat(memory): 搜索 overlay 遮罩与调频目标采样优化
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 20:39:26 +08:00 |
|
 bottlefishandCursor
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d001c824a0
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feat(memory): 暴露滑条起始值与最大值供目标采样
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 20:39:08 +08:00 |
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 bottlefishandCursor
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a97b00072a
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scene(peipei): 更新 PeipeiFixScene Eye/UF 引用
同步 EyeTarget 运行时材质命名与 UF/错色 overlay 场景配置。
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 16:14:38 +08:00 |
|
 bottlefishandCursor
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06be1d6eef
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fix(peipei): UF_spriteIn 从 Yarn 变量解析 EyeTarget
切换 UF 模式后 CurrentTarget 可能为空,回退读取 $currentEyeTarget。
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 16:14:33 +08:00 |
|
 bottlefishandCursor
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6dbd6917f9
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refactor(peipei): UF 效果改由后处理 Volume 驱动
将 UF 想象/记忆/Ascii 状态从 unified shader weight 迁移至 Volume weight tween。
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 16:14:22 +08:00 |
|
 bottlefishandCursor
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57e20d0dce
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fix(peipei): UF overlay fade 前激活 Sprite
fade in 时启用 overlay GameObject,fade out 完成后隐藏。
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 16:14:16 +08:00 |
|
 bottlefishandCursor
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29a1c7d7cb
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feat(peipei): 错色 Error overlay 淡入淡出驱动
自动绑定 sibling Error Sprite,并在 WrongColor 状态切换时同步 overlay alpha。
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 16:14:10 +08:00 |
|
 bottlefishandCursor
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04b441d977
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feat(peipei-eye): 新增视口椭圆遮罩与眨眼效果
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 13:55:57 +08:00 |
|
 bottlefishandCursor
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488149e8d4
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fix(peipei-eye): 编辑模式下改用 sharedMaterial 避免材质泄漏
Co-authored-by: Cursor <cursoragent@cursor.com>
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2026-06-30 13:55:51 +08:00 |
|
 bottlefishandCursor
|
7a14cc52e9
|
scene(peipei): 配置 unified eye 与视觉调参
Co-authored-by: Cursor <cursoragent@cursor.com>
|
2026-06-30 12:54:56 +08:00 |
|
 bottlefishandCursor
|
cc069b1da3
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fix(fix-system): 调整视觉模块进入时 UI 时序
Co-authored-by: Cursor <cursoragent@cursor.com>
|
2026-06-30 12:54:42 +08:00 |
|
 bottlefishandCursor
|
2fcb998e6f
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refactor(peipei-eye): 视觉模块平移改用 Cinemachine 锚点
Co-authored-by: Cursor <cursoragent@cursor.com>
|
2026-06-30 12:54:35 +08:00 |
|
 bottlefishandCursor
|
140e05b4d1
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feat(peipei-eye): UF 效果迁移到 unified sprite 权重
Co-authored-by: Cursor <cursoragent@cursor.com>
|
2026-06-30 12:54:29 +08:00 |
|
 bottlefishandCursor
|
07d330f6db
|
refactor(peipei-eye): 重构 Eye 上色为 unified 驱动并集中调参
Co-authored-by: Cursor <cursoragent@cursor.com>
|
2026-06-30 12:54:23 +08:00 |
|
 bottlefishandCursor
|
4f6f5a1ae9
|
feat(peipei-eye): 新增 EyeUnifiedSprite 着色器与材质
Co-authored-by: Cursor <cursoragent@cursor.com>
|
2026-06-30 12:54:08 +08:00 |
|
bottlefish
|
ece0d4ed8e
|
scene(peipei): 配置记忆画面UI显示
|
2026-06-29 22:58:01 +08:00 |
|
bottlefish
|
268bdd19d9
|
feat(fix-system): 支持记忆画面使用UI显示
|
2026-06-29 22:57:14 +08:00 |
|
bottlefish
|
f42ec20dc8
|
art(ui): 更新默认字体备用字形
|
2026-06-29 22:23:43 +08:00 |
|
bottlefish
|
ca3d4cb3cb
|
scene(peipei): 更新佩佩记忆场景配置
|
2026-06-29 22:23:26 +08:00 |
|
bottlefish
|
814b659c39
|
feat(fix-system): 迁移记忆调频到精灵材质
|
2026-06-29 22:23:10 +08:00 |
|
dingyuntian
|
1e60b0005e
|
Merge branch 'develop' into 记忆检查shader优化
|
2026-06-29 17:52:47 +08:00 |
|
bottlefish
|
228f91e8ab
|
Lock Day1 sleep flow and allow early ring pickup
|
2026-06-29 17:04:21 +08:00 |
|
bottlefish
|
a36dc7c003
|
Fix mobile render texture black screens
|
2026-06-29 16:34:26 +08:00 |
|
dingyuntian
|
05855e2a9f
|
scene(demo): 调整 Day1_night 初始场景
|
2026-06-29 16:00:24 +08:00 |
|
dingyuntian
|
f188f4c1fc
|
yarn(dialog): 调整 FP 流程节点标签与存档边界
|
2026-06-29 16:00:08 +08:00 |
|
dingyuntian
|
870bf96c0f
|
docs(save): 更新存档系统 README 与设计方案
|
2026-06-29 15:59:50 +08:00 |
|
dingyuntian
|
67f3abd825
|
test(save): 更新验证窗口模拟 OnNodeStart 自动档判定
|
2026-06-29 15:59:35 +08:00 |
|
dingyuntian
|
3775aed368
|
feat(save): 支持无节点 anchor 恢复与延迟屏幕遮罩应用
|
2026-06-29 15:59:21 +08:00 |
|
dingyuntian
|
08b8f34bde
|
fix(timeline-kit): 避免未播放 Timeline 读档时被 Reset
|
2026-06-29 15:59:05 +08:00 |
|
dingyuntian
|
e41756d0f0
|
fix(camera): 修复立即切换相机时 CustomBlend 仍生效
|
2026-06-29 15:58:51 +08:00 |
|
dingyuntian
|
2d43af4827
|
feat(fix-system): 支持 Fix 系统任务面板与身体模块状态读档恢复
|
2026-06-29 15:58:35 +08:00 |
|
dingyuntian
|
0f681b518e
|
feat(save): 添加 Yarn 节点 InProgress 跟踪与 detour 续跑去重
|
2026-06-29 15:58:15 +08:00 |
|
dingyuntian
|
382b784605
|
feat(save): 扩展快照 DTO 支持任务面板与模块状态
|
2026-06-29 15:57:59 +08:00 |
|
bottlefish
|
5efb2ff157
|
fix: guard eye module input initialization
|
2026-06-27 00:34:25 +08:00 |
|
bottlefish
|
43465e8f34
|
feat: add memory tuning sprite shader
|
2026-06-26 23:59:10 +08:00 |
|
bottlefish
|
bf416f604b
|
fix: handle Yarn initial variable storage fallback
|
2026-06-26 23:57:38 +08:00 |
|
dingyuntian
|
a5aa37ffcc
|
refactor(prefab): 移除 ActorAnimaEx 废弃 actorData 字段
|
2026-06-24 22:45:42 +08:00 |
|
dingyuntian
|
009776eb32
|
docs(save): 更新存档规范与 Yarn 节点类型文档
|
2026-06-24 22:45:32 +08:00 |
|
dingyuntian
|
b1fdec64e1
|
yarn(fp-day1): 调整节点标签与场景切换结构,适配存档边界
|
2026-06-24 22:45:21 +08:00 |
|
dingyuntian
|
43c3f8531d
|
feat(editor): 新增 SaveSystem 测试窗口并更新验证工具读档入口
|
2026-06-24 22:45:11 +08:00 |
|
dingyuntian
|
5a0b7a047b
|
feat(save-system): 新增 Yarn <<save>> 显式存档与测试归档模式
|
2026-06-24 22:45:00 +08:00 |
|
dingyuntian
|
e90da7bab7
|
fix(save-system): 修复读档时 UI 与游戏状态未对齐
|
2026-06-24 22:44:43 +08:00 |
|
dingyuntian
|
b53a3f45b7
|
refactor(fix-system): 移除 IFixSceneCue.SetArgs,改用 Director 与 Transition 传参
|
2026-06-24 22:44:01 +08:00 |
|
dingyuntian
|
e4ec8fce57
|
refactor(save-system): EyeSystem 与 PunchTape 迁移为显式 DTO 快照
|
2026-06-24 22:43:49 +08:00 |
|
dingyuntian
|
d780ff59ee
|
refactor(fix-system): FixPanel 与 Cable 迁移为显式快照
|
2026-06-24 22:43:39 +08:00 |
|
dingyuntian
|
57b03aeb08
|
refactor(fix-system): BodyModule 持久化从 IData 改为显式快照
|
2026-06-24 22:43:28 +08:00 |
|
dingyuntian
|
b7bfa28fd7
|
refactor(actor-kit): SubwayCenter 迁移为显式快照
|
2026-06-24 22:43:17 +08:00 |
|
dingyuntian
|
2a0c34fd7a
|
refactor(actor-kit): Actor 体系迁移为 DTO 快照与异步恢复
|
2026-06-24 22:43:08 +08:00 |
|
dingyuntian
|
3746f4aeb6
|
feat(save-system): 新增维修与场景子模块快照 DTO 与 Provider
|
2026-06-24 22:42:56 +08:00 |
|