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psd2live
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Commits on Oct 9, 2026
feat(runtime): C ABI 1.4 - what changed per mesh, a log and a host allocator - p2l_mesh_changes: whether a mesh draws and whether its visibility, opacity, draw order, place in the render order, ver…
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feat(runtime): C ABI 1.3, the software renderer - p2l_render draws the last evaluation into a host's RGBA8 image by the header's drawing rules, as the reference rasterizer does: bilinear premultipl…
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feat(runtime): C ABI 1.2 - clip layers with priorities, clip events and curves beyond parameters, several expressions, the rig's opacity and color overrides, physics wind, stabilization and vertica…
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docs(runtime): the header's compositing rules follow the editor's - Cubism's add and multiply ignore the alpha mode, normal under over is premultiplied source-over, every other pair unpremultiplies…
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feat(runtime): C ABI 1.1 - models shared by rigs, update stages and a host layer, parts and isolated groups, and what the file says about parameters, clips and the panel - p2l_model_load/free and p…
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fix(runtime): a panic inside the runtime fails the handle instead of aborting the host, and the C ABI carries a version - every entry point catches unwinding (the first evaluation in p2l_rig_load i…
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Commits on Oct 8, 2026
fix(runtime): start every update from the host's pose so breathing, gaze, blinks and added expressions do not pile up - the C ABI applied clips, expressions, behaviors and physics onto the values t…
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feat(runtime): part poses and zstd writing - POSE (Cubism pose3: one part per group shows, the others fade out by Cubism's back-opacity rule, linked parts follow; applied after evaluation as each m…
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feat(web): the player loads from bytes on a shared runtime and gains zoom and pan, parameter ranges and values, bones, hit area meshes, colliders and dispose - C ABI p2l_hit_area_meshes and p2l_sim…
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feat(runtime): expressions, hit areas and user data - EXPR (Cubism exp3 blends: add, multiply, overwrite, sine fades; one plays at a time, after clips and before behaviors), HITA (the first area wh…
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feat(runtime): play baked cloth and hair live, with colliders - P2L_SIM: the editor's XPBD solver ported line for line (sim.rs, JVM-precision transcendentals); SIMS carries each baked simulation's …
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feat(runtime): skin meshes along their bones' arcs and keep folded links on their circles - advanced mode, off by default: p2l_advanced_available/p2l_set_advanced (P2L_SKIN, P2L_EXACT_LINKS), Advan…
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feat(runtime): read and write .p2lrt 2 - exports default to the chunked version 2: a 32-byte header, a table of 16-byte aligned chunks with CRC and optional deflate, a string table, arrays tagged w…
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Commits on Oct 6, 2026
feat(export): add a web player target - web writes index.html, p2l.js, the runtime as WebAssembly and the .p2lrt rig; WebGL draws masks through the stencil, add and multiply blending and multiply/s…
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feat(runtime): add procedural behaviors and a Godot 4 node - blink, breathing sway, critically damped gaze and lip sync drive roles the compiler now declares (Breath, AngleX/Y/Z, BodyAngleX, EyeBal…
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feat(runtime): add the .p2lrt rig and a Rust runtime matching the editor - write .p2lrt v1 (compact little-endian IR) from :targets:runtime and offer it as an export target - runtime/ (MIT): reader…
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