FATECapes
PartGhost's cape physics, standalone: capes, cloaks and wings get a three-link rig and swing with momentum instead of staying rigid. Cosmetic only, with an on/off setting.0.1.7
- Distance no longer gates the rig. 0.1.6 matched within six metres of the camera, which sits behind the character, so the player own back item was never in range. Name matching now covers the whole scene; distance only shortens the dump.
- Failed rigs report the bone names. A mesh that matches but cannot be rigged now logs its bone count and the first six bone names, which says whether the skeleton simply has no spine bone.
- Added mantle to the name keywords.
0.1.6
- The scene dump is repeated per scene. 0.1.5 spent its one dump in
Scene_Startup, which has a single skinned mesh, so the town and dungeon were never listed. Each scene now dumps once, within thirty metres of the camera, up to eighty meshes. - A heartbeat every ten scans reports the scene and how many skinned meshes exist, so a scene that is scanned but empty is distinguishable from a watcher that stopped.
- The rig attempt still only matches back, cape, cloak, wing, quiver or pack within six metres.
0.1.5
- No player lookup. Two sessions logged the watcher starting and nothing else, so
Player.PlayerCharwas never dependable; the scan now uses the camera as its reference point and no longer needs the player object. - A heartbeat every second scan reports the scene and the number of skinned meshes, so a watcher that stops running is visible instead of silent.
- The watcher is remade on every scene load, so the game destroying objects at startup cannot leave the mod inert.
- The first dump lists every skinned mesh within eight metres of the camera with its path, mesh name, bone count and visibility.
0.1.4
- The rig now targets the drawn mesh, not the character-creation component. A 0.1.3 session proved
CharacterCustomizationDefaultsis not present in the game scene at all, so every earlier entry point was unreachable during play. - Every skinned mesh within four metres of the player is scanned; one whose object path or mesh name contains back, cape, cloak, wing, quiver or pack is rigged.
- The first scan dumps the scene name, the counts of the creation components, and up to forty nearby skinned meshes with their paths, mesh names, bone counts and visibility.
0.1.3
- The back slot is scanned in the whole scene instead of being looked up under the player. A 0.1.2 session loaded the watcher but never found a back mesh, so the component was not where the hierarchy walk expected it. Every customization in the scene is now scanned once a second and rigged from the mesh it shows.
- One-time scene dump. On the first scan the log lists every back slot it finds, its mesh name, whether it is shown, its object path, and every skinned mesh under the player, so a slot that stays rigid says why.
0.1.2
- Capes now rig from the back renderer, not only from the character-appearance path. A test session showed the plugin loading but no cape, because the game did not call the patched appearance setter during normal play. A watcher now notices when the back slot shows a mesh and rigs it, whether that came from loading a save, equipping, or the creator.
- The log now names the back mesh and the key it was rigged with, so a slot that stays rigid is visible in
LogOutput.loginstead of silent.
0.1.1
- The log says what the hook did: the mesh name and the back item when a cape is rigged, or that a mesh has no spine bone or no vertices when it is skipped.
- A mesh that cannot be rigged no longer throws out of the appearance rebuild. The error is logged and the rest of the appearance still applies.
- No change to the rig or its constants.
0.1.0
First standalone release of PartGhost's cape physics, separated from the FATE Co-Op suite.
- The three-link cape chain, the eight rig constants and the mesh copy are unchanged from the suite: capes, cloaks and wings swing with momentum, spring back, and reset on a jump or teleport.
- Quivers, backpacks, shields and two-handed weapons on the back stay rigid, as in the suite.
- The co-op core dependency is gone, so the plugin loads on its own.
- Added one setting,
General / Enabled, which rebuilds the current appearance with the rig added or removed. The suite had no way to turn it off. - Kept PartGhost's plugin GUID
local.fatecoop.capesand config filelocal.fatecoop.capes.cfg. - Dropped the co-op suite's test channel (
test-backand itscapeBendstatus field), which only existed for automated runs.
