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- Added AnimationNameMapper class to handle conversion between different animation naming schemes (legacy, artist, hierarchical, semantic). - Included methods for initialization, pattern matching, conversion, and validation of animation names. - Developed comprehensive unit tests for the animation name converter and demo pages using Playwright. - Created a Vite configuration for the demo application, including asset handling and optimization settings. - Enhanced the demo with features for batch conversion, performance metrics, and responsive design.
134 lines
5.0 KiB
Markdown
134 lines
5.0 KiB
Markdown
# Changelog
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All notable changes to the Owen Animation System will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [1.0.2] - 2025-05-24
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### Added
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- 🔄 Multi-scheme animation naming system with four naming schemes
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- 🧪 Testing framework for multi-scheme compatibility with Playwright
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- 📋 GitHub workflows for animation processing and testing
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- 🚀 Demo pages showing multi-scheme usage
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- 📄 Multi-scheme animation naming guide (MULTI_SCHEME_GUIDE.md)
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- 🛠️ Animation validation and conversion scripts
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### Fixed
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- 🐛 Fixed duplicate methods in OwenAnimationContext
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- 🔧 Fixed linting issues across the codebase
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- 🐛 Fixed alert references in demo.js with window.alert
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- 🔧 Removed unused variables in scripts
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- 🔍 Fixed import issues in AnimationNameMapper
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## [1.0.1] - 2025-05-24
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### Changed
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- 🎨 Standardized code style throughout the codebase
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- 🔧 Converted semicolons to non-semicolons according to JavaScript Standard Style
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- 📝 Improved code consistency and readability
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## [1.0.0] - 2025-05-23
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### Added
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- 🎯 Complete modular architecture with proper ES module structure
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- 🧩 Extensible plugin system for custom states and emotions
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- 📊 Comprehensive JSDoc documentation across all modules
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- 🎮 Enhanced interactive demo with keyboard controls
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- 📦 TypeScript type definitions for all components
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- 🔧 Configuration system for fine-tuning behavior
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- 🏗️ Examples directory with various implementation patterns
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- 🚀 Vite-based development and build system
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### Enhanced
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- ⚡ Optimized animation caching with intelligent preloading
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- 🤖 Advanced emotional analysis with broader message understanding
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- 🔄 Sophisticated animation transitions with nested state support
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- 📝 Extended animation naming convention with nested animations
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- 🎨 Refined state machine behavior and transitions
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- 🛠️ Improved development tooling integration
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### Architecture
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- **Core Classes:**
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- `OwenAnimationContext` - Main system controller
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- `AnimationClip` - Individual animation management
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- `AnimationClipFactory` - Animation creation with metadata parsing
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- `StateHandler` - Abstract base for state implementations
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- `StateFactory` - Dynamic state handler creation
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- **State Handlers:**
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- `WaitStateHandler` - Idle state with quirk animations
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- `ReactStateHandler` - User input response with emotion analysis
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- `TypeStateHandler` - Typing state with emotional variations
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- `SleepStateHandler` - Inactive state management
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- **Animation Loaders:**
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- `AnimationLoader` - Abstract animation loading interface
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- `GLTFAnimationLoader` - GLTF/GLB model animation loader
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- **Factories:**
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- `OwenSystemFactory` - Main system assembly factory
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### Features
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- **Animation System:**
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- Support for Loop (L), Quirk (Q), Transition (T), and Nested animations
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- Automatic metadata parsing from animation names
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- Efficient animation caching and resource management
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- Smooth transitions between states and emotions
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- **State Machine:**
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- Four core states: Wait, React, Type, Sleep
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- Emotional state transitions (Neutral, Angry, Shocked, Happy, Sad)
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- Automatic inactivity detection and sleep transitions
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- Message analysis for emotional response determination
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- **Developer Experience:**
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- Comprehensive TypeScript type definitions
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- JSDoc documentation for all public APIs
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- Example implementations and demos
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- ESLint configuration for code quality
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- Vite development server setup
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### Documentation
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- Complete README with installation and usage instructions
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- API documentation via JSDoc
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- Code examples for basic and advanced usage
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- Animation naming convention guide
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- Troubleshooting section
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### Examples
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- Basic browser demo with Three.js integration
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- Simple Node.js example for testing
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- Interactive controls for state transitions
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- Mock model implementation for development
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## [0.1.0] - 2025-05-01
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### Added
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- 🎉 First implementation of Owen Animation System
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- ✨ Basic state machine implementation (Wait, React, Type, Sleep)
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- 🤖 Simple emotional response system with basic message analysis
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- 🏗️ Initial architecture with basic dependency injection pattern
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- 📝 Basic animation naming parser for transitions and states
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- 🔄 Basic animation transitions between states
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- ⚡ Simple animation clip caching
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- 🎮 Basic Three.js integration with GLTFLoader
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- 🎭 Core state handlers with basic functionality
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- 🛠️ Development environment foundations
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[0.1.0]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v0.1.0
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[1.0.0]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v1.0.0
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[1.0.1]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v1.0.1
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[1.0.2]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v1.0.2
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