# Changelog All notable changes to the Owen Animation System will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). ## [1.0.1] - 2025-05-24 ### Changed - 🎨 Standardized code style throughout the codebase - 🔧 Converted semicolons to non-semicolons according to JavaScript Standard Style - 📝 Improved code consistency and readability ## [1.0.0] - 2025-05-23 ### Added - 🎯 Complete modular architecture with proper ES module structure - 🧩 Extensible plugin system for custom states and emotions - 📊 Comprehensive JSDoc documentation across all modules - 🎮 Enhanced interactive demo with keyboard controls - 📦 TypeScript type definitions for all components - 🔧 Configuration system for fine-tuning behavior - 🏗️ Examples directory with various implementation patterns - 🚀 Vite-based development and build system ### Enhanced - ⚡ Optimized animation caching with intelligent preloading - 🤖 Advanced emotional analysis with broader message understanding - 🔄 Sophisticated animation transitions with nested state support - 📝 Extended animation naming convention with nested animations - 🎨 Refined state machine behavior and transitions - 🛠️ Improved development tooling integration ### Architecture - **Core Classes:** - `OwenAnimationContext` - Main system controller - `AnimationClip` - Individual animation management - `AnimationClipFactory` - Animation creation with metadata parsing - `StateHandler` - Abstract base for state implementations - `StateFactory` - Dynamic state handler creation - **State Handlers:** - `WaitStateHandler` - Idle state with quirk animations - `ReactStateHandler` - User input response with emotion analysis - `TypeStateHandler` - Typing state with emotional variations - `SleepStateHandler` - Inactive state management - **Animation Loaders:** - `AnimationLoader` - Abstract animation loading interface - `GLTFAnimationLoader` - GLTF/GLB model animation loader - **Factories:** - `OwenSystemFactory` - Main system assembly factory ### Features - **Animation System:** - Support for Loop (L), Quirk (Q), Transition (T), and Nested animations - Automatic metadata parsing from animation names - Efficient animation caching and resource management - Smooth transitions between states and emotions - **State Machine:** - Four core states: Wait, React, Type, Sleep - Emotional state transitions (Neutral, Angry, Shocked, Happy, Sad) - Automatic inactivity detection and sleep transitions - Message analysis for emotional response determination - **Developer Experience:** - Comprehensive TypeScript type definitions - JSDoc documentation for all public APIs - Example implementations and demos - ESLint configuration for code quality - Vite development server setup ### Documentation - Complete README with installation and usage instructions - API documentation via JSDoc - Code examples for basic and advanced usage - Animation naming convention guide - Troubleshooting section ### Examples - Basic browser demo with Three.js integration - Simple Node.js example for testing - Interactive controls for state transitions - Mock model implementation for development ## [0.1.0] - 2025-05-01 ### Added - 🎉 First implementation of Owen Animation System - ✨ Basic state machine implementation (Wait, React, Type, Sleep) - 🤖 Simple emotional response system with basic message analysis - 🏗️ Initial architecture with basic dependency injection pattern - 📝 Basic animation naming parser for transitions and states - 🔄 Basic animation transitions between states - ⚡ Simple animation clip caching - 🎮 Basic Three.js integration with GLTFLoader - 🎭 Core state handlers with basic functionality - 🛠️ Development environment foundations [1.0.1]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v1.0.1 [1.0.0]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v1.0.0 [0.1.0]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v0.1.0