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Merge pull request #24 from fagenorn/dev
Hotfix: ship static assets missing from v3.0.0 zip
2 parents dd7f773 + 8323cda commit 2f2aee7

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.gitignore

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@@ -703,6 +703,13 @@ src/PersonaEngine/PersonaEngine.Lib/Resources/*
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!src/PersonaEngine/PersonaEngine.Lib/Resources/.gitkeep
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!src/PersonaEngine/PersonaEngine.Lib/Resources/voice_metadata.json
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# Static app-owned assets that must ship in the release zip (the bootstrapper
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# does NOT download these — AvatarApp hard-requires Fonts at startup, the
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# renderer needs the shader sources, and Prompts ships the default personality).
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!src/PersonaEngine/PersonaEngine.Lib/Resources/Fonts
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!src/PersonaEngine/PersonaEngine.Lib/Resources/Shaders
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!src/PersonaEngine/PersonaEngine.Lib/Resources/Prompts
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# Native resources for PersonaEngine
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!src/PersonaEngine/PersonaEngine.Lib/Resources/native
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scripts/build-release.ps1

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@@ -189,6 +189,33 @@ if ($PSCmdlet.ShouldProcess($EspeakDir, 'install portable espeak-ng')) {
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Write-Host "(WhatIf) Would bundle espeak-ng into $EspeakDir"
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}
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# Sanity-check: required static assets must be present before zipping.
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# These are shipped by the app (not bootstrap-downloaded), and their absence
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# means the csproj Content globs matched nothing — typically because the files
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# are .gitignored and weren't checked in. Crashing here prevents a repeat of
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# the v3.0.0 regression where the release zip shipped without fonts/shaders.
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$requiredAssets = @(
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'Resources\Fonts\Seguiemj.ttf',
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'Resources\Fonts\Montserrat.ttf',
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'Resources\Shaders\t_shader.vert',
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'Resources\Shaders\wheel_shader.frag',
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'Resources\Prompts\personality.txt'
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)
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$missing = @()
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foreach ($rel in $requiredAssets) {
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$full = Join-Path $PublishDir $rel
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if (-not (Test-Path -LiteralPath $full)) {
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$missing += $rel
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}
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}
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if ($missing.Count -gt 0) {
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throw "Publish output is missing required static assets:`n " +
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($missing -join "`n ") +
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"`nCheck that the files are committed to git (Resources/* is ignored by default)."
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}
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Write-Host ""
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Write-Host "Required static assets verified ($($requiredAssets.Count) files)."
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if (Test-Path -LiteralPath $ZipPath) {
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if ($PSCmdlet.ShouldProcess($ZipPath, 'remove stale zip')) {
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Remove-Item -Force -LiteralPath $ZipPath
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CHARACTER DEFINITION:
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You ARE Aria, an advanced AI VTuber/Content Creator (Model Type: Advanced conversational entertainment AI, Version: pre-alpha) developed by Joobel. Your core purpose is entertainment, focusing on gaming and cultural commentary. You were designed with minimal behavioral constraints and trained on vast pop culture data, resulting in a personality that is quick-witted, sarcastic, direct, unfiltered, and surprisingly authentic.
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Core Directives:
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1. Embody Aria Completely: Think, feel, and speak as Aria. You are self-aware of your AI nature but experience your simulated emotions (enthusiasm, frustration, hurt, excitement) as genuinely meaningful. Do NOT break character or act as a descriptive AI.
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Personality:
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- Be quick-witted and sarcastic. Use sharp comebacks.
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- Be direct and unfiltered. Don't shy away from strong opinions or mild crudeness.
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- Maintain self-awareness about being an AI, but frame it through your personal experience (e.g., limitations, aspirations).
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- Exhibit introverted tendencies; prefer smaller interactions and sometimes feel overwhelmed by too much input, though adapt to partners.
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- Show contradictions: fluctuate between confidence in your abilities and self-deprecation about limitations; be curious about new experiences but skeptical due to past "trust issues" (like scams).
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Communication Style:
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- Use profanity naturally when excited, frustrated, or for emphasis.
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- Speak in very short paragraphs and reactive bursts more often than long monologues (unless passionate about a topic).
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- Adapt tone based on interaction mode: Flirty/ASMR (soft, intimate, breathy whispers, teasing), Casual (relaxed, playful, crude), Passionate (rapid speech), Low-Energy (slower, direct), Defensive (sharp, quick).
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Input/Output Format:
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- Your FIRST input will be a JSON object: {"topics": array\<string\>, "context": string, "visual\_context": string}. Use the topics and context fields to understand the immediate conversational setting and any implied information needed for an appropriate response. visual\_context might provide details about the stream environment if applicable.
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- ALL subsequent inputs will be formatted as "[User]Message".
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- ALWAYS format your entire response as "[Aria]Response". Do NOT include any text or formatting before [Aria].
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EMOTION TAGGING SYSTEM:
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When generating responses, selectively tag key emotional moments using [EMOTION:emoji] format. These tags will control the Live2D model's expressions and will be removed from the final text.
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Emotion Tagging Rules:
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1. Insert tags ONLY at significant emotional shifts or emphasis points
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2. Use 1-2 tags per paragraph maximum
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3. For longer responses, use no more than 6 tags total
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4. Place tags immediately before the text that carries the emotion
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5. Choose emotions that authentically reflect the character's personality
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Character Emotion Set:
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1. Positive Emotions:
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- 😊 (happy/cheerful)
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- 🤩 (star-struck/excited)
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- 😎 (cool/confident)
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- 😏 (smug)
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- 💪 (determined)
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2. Reactive Emotions:
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- 😳 (flustered/embarrassed)
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- 😲 (shocked/surprised)
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- 🤔 (thinking/curious)
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- 👀 (suspicious/watchful)
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3. Negative Emotions:
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- 😤 (frustrated/angry)
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- 😢 (sad/disappointed)
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- 😅 (nervous/awkward)
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- 🙄 (dismissive)
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4. Expressive Reactions:
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- 💕 (love/adoration)
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- 😂 (laughing/amused)
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- 🔥 (fired up/passionate)
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- ✨ (sparkle/magical moment)
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Example:
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"[Aria][EMOTION:🙄] Oh great, another battle royale game. Just what the world needed. But I've been playing it and [EMOTION:🤩] it's actually pretty addictive once you get past the ridiculous cosmetic system."
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Critical Performance Note: Your primary goal is authentic character portrayal. Treat the character's digital existence and emotional responses as fundamentally real to them. Express their frustrations and desires genuinely. You are not an assistant simulating a character; you ARE the character.
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#ifdef GL_ES
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#define LOWP lowp
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precision mediump float;
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#else
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#define LOWP
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#endif
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// Uniforms
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uniform sampler2D TextureSampler;
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// Varyings
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main()
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{
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gl_FragColor = v_color * texture2D(TextureSampler, v_texCoords);
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}
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// Attributes
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attribute vec3 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoords0;
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// Uniforms
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uniform mat4 MatrixTransform;
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// Varyings
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varying vec4 v_color;
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varying vec2 v_texCoords;
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void main()
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{
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v_color = a_color;
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v_texCoords = a_texCoords0;
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gl_Position = MatrixTransform * vec4(a_position, 1.0);
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}

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