Fix rigassets to walk all locators and resolve race and clothing GUIDs for v0.4.1
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@@ -22,7 +22,8 @@ Run these in the in-game console.
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| `rigprobe` | Dump the player, remote players, carry bodies, all actor prefabs and live actors, plus all loaded clips and controllers |
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| `rigprobe <filter>` | Same, limited to actor types containing the filter, e.g. `rigprobe female` |
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| `rigscene` | Dump every character in the loaded scenes (posers, cutscene characters, props with skinned meshes), one file per character |
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| `rigassets [filter]` | Dump the Addressables catalog (keys, internal ids, types), optionally filtered, e.g. `rigassets female` |
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| `rigassets [filter]` | Dump the Addressables catalog (keys, internal ids, types), optionally filtered, e.g. `rigassets female`, and resolve every race and clothing GUID |
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| `rigassets key:<key>` | Resolve a single Addressables key or GUID |
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| `rigwatch [player\|robby\|virginia]` | Log every animator state change on the target while you play |
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| `rigwatch off` | Stop watching and write a summary of every state seen |
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| `rigspawn <Type> [variation]` | Spawn an actor in front of you so its live variant gets dumped, e.g. `rigspawn Virginia` |
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@@ -33,7 +34,7 @@ Written to `Sons Of The Forest\UserData\RigProbe\`:
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- `characters\index.tsv` one line per character with rig family and player bone match
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- `characters\clips.tsv` every loaded animation clip, `characters\controllers.tsv` every loaded animator controller and who uses it
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- `assets.tsv` or `assets_<filter>.tsv` from `rigassets`
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- `assets.tsv` or `assets_<filter>.tsv`, `assets_locators.tsv` and `assets_known.tsv` (race and clothing GUIDs resolved) from `rigassets`
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- `watch\<target>_<time>.log` and `_states.tsv` from `rigwatch`
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- `characters\rigfamilies.txt` characters grouped by shared skeleton
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- `characters\<source>_<name>.json` full data per character
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