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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.
5.0 KiB
5.0 KiB
Changelog
All notable changes to the Owen Animation System will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
1.0.2 - 2025-05-24
Added
- 🔄 Multi-scheme animation naming system with four naming schemes
- 🧪 Testing framework for multi-scheme compatibility with Playwright
- 📋 GitHub workflows for animation processing and testing
- 🚀 Demo pages showing multi-scheme usage
- 📄 Multi-scheme animation naming guide (MULTI_SCHEME_GUIDE.md)
- 🛠️ Animation validation and conversion scripts
Fixed
- 🐛 Fixed duplicate methods in OwenAnimationContext
- 🔧 Fixed linting issues across the codebase
- 🐛 Fixed alert references in demo.js with window.alert
- 🔧 Removed unused variables in scripts
- 🔍 Fixed import issues in AnimationNameMapper
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 controllerAnimationClip- Individual animation managementAnimationClipFactory- Animation creation with metadata parsingStateHandler- Abstract base for state implementationsStateFactory- Dynamic state handler creation
-
State Handlers:
WaitStateHandler- Idle state with quirk animationsReactStateHandler- User input response with emotion analysisTypeStateHandler- Typing state with emotional variationsSleepStateHandler- Inactive state management
-
Animation Loaders:
AnimationLoader- Abstract animation loading interfaceGLTFAnimationLoader- 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