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Steam News3 April 20251y ago

ChilloutVR 2025r179

We have just released a Stable update to ChilloutVR that includes various fixes and improvements, including but not limited to: Main Menu Improvements Color palette adjustment (not UI2) Updated Support page Easily copy

In this update8

Full notes

Full ChilloutVR update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

38 fixes38 additions47 changes6 removals
  • Gameplay
  • UI and audio
  • Balance
  • Performance
  • Maps
  • Store
changedWe have just released a Stable update to ChilloutVR that includes various fixes and improvements, including but not limited to:
changedMain Menu ImprovementsUpdated Support page
changedHud & Reticle ImprovementsSmooth Hud
changedHud & Reticle ImprovementsGesture Indicator
changedHud & Reticle ImprovementsHexReticle & SmartReticle native Reticle only displays when needed Desktop throw indicator
addedSteam Screenshot IntegrationEasily add & share screenshots taken within ChilloutVR via Steam (if enabled)

ChilloutVR changes

changedWe have just released a Stable update to ChilloutVR that includes various fixes and improvements, including but not limited to:
changedUpdated Support page
changedSmooth Hud
changedGesture Indicator
changedHexReticle & SmartReticle native Reticle only displays when needed Desktop throw indicator

We have just released a Stable update to ChilloutVR that includes various fixes and improvements, including but not limited to:

Main Menu Improvements

  • Color palette adjustment (not UI2)

  • Updated Support page

  • Easily copy GUIDs

  • Bunch of other small fixes

Content Discovery Page

  • Find & explore random Avatars, Props, & Worlds

Hud & Reticle Improvements

  • Smooth Hud

  • Gesture Indicator

  • HexReticle & SmartReticle native

    • Reticle only displays when needed

    • Desktop throw indicator

Steam Screenshot Integration

  • Easily add & share screenshots taken within ChilloutVR via Steam (if enabled)

Legacy Content Mitigation

  • Prevented potential mass-delisting of content broken during the engine upgrade

  • MultiPass in Non-SPI Worlds

  • Many small fixes & mitigations after mass review of majority of Legacy content

New Ways to Interact

  • Can now select Props while the Menu is open in VR

  • Can now hold Control to unlock the mouse in Desktop

    • Allows you to select Players, Props, interact with UI, and manipulate held objects

Several New CCK Components

  • CVRWheelHubController & CVRWheelController for building vehicles

  • The beginnings of the CVRLeg & CVRMovementDriver

  • Advanced CVRSkyboxManipulator

  • Exposed Object Health to Props

Reduced Game Installation Size

  • Removal of bunch of assets & shaders we shipped

    • In part due to the new MultiPass rendering in Non-SPI worlds

  • Improved our build times & development workflow greatly

Full Changelog:

  • Added a basic Gesture Lock SteamVR binding

    • You will need to bind this to make use of it

  • Added back the preload complete notification cause someone ate it again

  • Added Discover page to the Main Menu shortcuts

  • Added event filtering for Health System Components

  • Added gentle align upright to PhysicsInfluencer to use force to align an object to gravity

  • Added gravityFactor to PhysicsInfluencer to scale gravity and simulate thigs like lift etc

  • Added Health DealDamageManually function

  • Added input and output transforms to CVRLeg Component

  • Added Manual DownBehavior to ObjectHealth

  • Added more components to the prop whitelist

    • NavMeshObstacle

    • OffMeshLink

    • ObjectHealth

    • Damage

  • Added NavMeshAgent related parameter streams

    • Added new 'CVRSkyboxManipulator' component

    • This allows you to manipulate how the skybox renders for a target camera (rotation, material, mesh, origin, ect)

  • Added new damage system parameter streams

  • Added new Component 'CVRLineRendererHelper' to help using a line renderer to connect transforms

    • Component is in its early stages will be expanded on in the future

  • Added new ParameterStreams

    • LegIsOnGround

    • RigidBodyAcceleration

    • RigidBodyAccelerationX

    • RigidBodyAccelerationY

    • RigidBodyAccelerationZ

    • RigidBodyLocalAccelerationX

    • RigidBodyLocalAccelerationY

    • RigidBodyLocalAccelerationZ

    • WheelHubControllerGrounded

    • WheelControllerGrounded

    • WheelControllerRPM

  • Added object health functions to Callback whitelist

  • Added optional persistent zoom level

  • Added ParameterStream update method onlyUpdateWhenOwner (usable for props and later on worlds)

  • Added Pitch Randomization for ParticleSound Component

  • Added portal dropped on top of you HUD notification

  • Added sanitization to character controller velocity

  • Added steerMultiplier to CVRWheelController to reduce steering input and allow for back wheel steering

  • Added toggle zoom setting and made it the default

  • Added torqueCurve to WheelHubController

  • Added UDIM discarding support to the Highlight shader

  • Added 'UnityEngine.SkyBox' component to Avatar/Spawnable whitelist

  • Adjusted controller line renderer to always display when the menu is open

    • Also now visualizes the active UI ray (inactive ray is dimmer)

  • Adjusted default pointer placement to not be skipped if missing third finger bone

  • Adjusted Desktop LookAt distance to scale with playspace scale

  • Adjusted Desktop Menu input to be done via Controller Ray instead of being fed in from mouse screen position directly

  • Adjusted DesktopRayController to not run when window is not in focus

  • Adjusted DropProp to allow spawning props in the air

  • Adjusted 'CVRWorld.ConfigurePostProcessing' check to ignore volumes found outside of the world scene

  • Adjusted how Magica Cloth 2 gravity direction is applied on avatars within gravity zones to address a major performance regression

  • Adjusted outbound core parameter syncing to always send MovementX/Z

    • Should fix case where Emote parameter can get stuck looping on the remote side if running anims are disabled in FBT

  • Adjusted player controller trigger touch input to also be true if trigger value is more than 0

  • Adjusted project skinning quality to enforce 4 weights per vertex

    • This has been enforced on the local avatar for a year or so now

  • Adjusted Mature Content Visibility handling to hide irrelevant UI elements when disabled

    • The Search & Filter options will no longer appear when mature content is unlocked & disabled

  • Can now hold Control to unlock mouse in Desktop mode

    • While unlocked, you can select Players & Props to open their Details Pages

    • You can also move held pickups around & interact with the world

      • This can be disabled in the Controls setting category

  • Changed the default index bindings for the left 'A' button to be the gesture toggle instead of the skeleton input toggle

  • Changed the Main Menu theme to match company color palette

    • This is not UI 2! Colors were just tweaked to match the ABI landing page

  • Changed WheelController to now stop updating transforms if the vehicles rigidboy is set to kinematic

  • Clicking a prop while the menu is open will now open the details page for it

  • Clicking on the icons in the Support page now prompts to open them in browser

  • Disable Magica Cloth culling for the local player avatar

  • Don't needlessly 'tex.GetRawTextureData()' on downloaded portal images

  • Dynamic Bone & Mesh Cloth are now separate filter options

  • Exposed 'CVRSharedPhysicsController'

    • This component is automatically added onto the same object as 'CVRPickupObject', 'CVRAttachment', 'CVRObjectSync', 'CVRSpawnable', & 'PhysicsInfluencer' and is used to manage the default RigidBody state to restore once the mentioned CCK components are done overriding it

      • SetDefaultUseGravity(bool useGravity)

      • SetDefaultIsKinematic(bool isKinematic)

      • SetDefaultPlayerCollisionMode(CollisionWithPlayer collisionMode)

  • Exposed 'CVRWorld.SetPlayerPropVisibility' & 'CVRWorld.SetPlayerRemotePlayerVisibility'

    • These APIs are purely for experimentation to see if such functionality is desired.

  • Fixed 0G controls being incorrectly activated during the gravity zone alignment warmup

    • The 0G controls now only activate when in real 0G

  • Fixed an issue where taking a Steam Dashboard Screenshot while multiple other clients connected to Steam were open would take the screenshot on all of them

    • Fixed Avatar Overrender UI feature not respecting UDIM discard properties that were not animated

  • Fixed avatars not loading default profile from AAS on initial load

  • Fixed case where local user could not make changes to a CVRSpawnable when network lerp timer got stuck

  • Fixed center of mass shifting not working for physics influencers

  • Fixed clicking any tab not closing details pages

  • Fixed controller line renderer not displaying in worlds with nameplates disabled

  • Fixed 'CVRSnappingPointManager' nullref when reference point is null

  • Fixed CVRSpawnable interpolating from the last network state when the local user has made changes

    • This should fix subsyncs snapping back when alternating sync when using a prop like a chessboard

  • Fixed Desktop & Halfbody IK root angle not being maintained on movement parents

  • Fixed force applicator runtime gizmo

  • Fixed game icon being incorrectly colored

    • 'e41010' to 'e43600'... absolutely game-changing

  • Fixed LoginRoom scene load unintentionally skipping some game initializations

  • Fixed Main Menu detail pages being broken after logout

  • Fixed Main Menu drag scroll not disabling while holding dropdown & toggle inputs like the Quick Menu

  • Fixed Main Menu haptics

  • Fixed main menu not playing hover & click sounds

  • Fixed menu auto-refresh causing applied prop/avatar/friend list filters to not reapply

  • Fixed never releasing Grab sync type on subsynced kinematic pickups

  • Fixed not being able to raycast to the Quick Menu if launched into VR with only Left Hand and not yet raycasted to another collider on UI internal

  • Fixed objecthealth down logic

  • Fixed performance issue when replacing default clips on avatar load

  • Fixed potential race condition where menu wouldn't mark itself ready because authentication occurred too fast

  • Fixed prop spawn placement not correctly facing player when spawned in Gravity Zones

    • Example: spawning a prop on a gravity wall would not correctly face towards your direction

  • Fixed rotatechestbyhands being reenabled in the spine solver when toggling FBT >:(

  • Fixed RuntimeGizmos to correctly display more characters

  • Fixed Vive tracker interaction profile for OpenXR

  • Fixed window focus detection failing when there was multiple ChilloutVR windows open

  • Fixed User Details button not functioning on Request Invite element in Main Menu

  • Highlight Profile Updated:

    • Is now constant width

    • Changed the quality of it so that it is significantly faster

    • Made it overrender everything, this may or may not be good, need feedback

    • Changed the color to be the ABI orange

  • Implemented a basic gesture indicator after chopping the old filtered avatar's hands off

  • Implemented a system to manually render both eyes in Legacy (NonSpi) worlds

    • This system has replaced the automatic shader replacement when entering NonSpi worlds in VR

    • Issues with terrain foliage are mitigated, and will kick in when loading Unity 2019 bundles

    • This is far from perfect, but it is much better than opaque grass & flowers!

    • NonSpi Avatars & Props loaded while this system is active will also not be shader replaced

      • Loading into a Spi world after a NonSpi world will run shader replacement for any loaded Avatar or Prop

      • This is to ensure the currently worn avatar is properly shader replaced when the mitigation is inactive

  • Implemented Desktop FOV & UI Scale sliders

  • Implemented fix for remote avatars causing a native crash when animating a camera off on the first frame

  • Implemented HexReticle (Thank you SketchFoxsky!)

    • The reticle is now a hexagon that reacts when hovering anything interactable

    • It also displays an indication of the Desktop throwing multiplier when holding 'G'

  • Implemented known mitigation for AMD GPU wireless vr stutter

  • Implemented new local avatar clone

    • Addresses a huge hitch when loading a local avatar with many renderers on it

    • Shadow casting mode is now properly respected & can be changed at runtime

    • Projectors targeting the local player layers no longer hit the head hidden mesh in first person

    • Generic avatars can now use the 'FPRExclusion' component

  • Implemented scroll to change zoom level

  • Implemented Smart & Disabled modes for the HUD reticle

    • In Smart mode, the reticle will only display when hovering something interactable or using a mouse input

    • While in Disabled mode, the reticle is... disabled

  • Implemented VR HUD smoothing option

  • Improved CohtmlHud to not needlessly allocating every frame

  • Improved CVRPathCamController to also not allocating every frame

  • Improved the VR Intro display of errors when the initialization fails

  • Increased contrast of the reticle

  • Made applying NetIK less stupid

  • Made clicking author name in Avatar & Prop detail pages bring you to the authors details page

  • Made double-clicking Avatar/Prop/World/User detail page image to copy guid to clipboard

  • Made HUD unaffected by zooming

  • Moved Cosmos Controller evaluation before Vive Touch Controllers

  • Moved cursor lock to shortcuts 2

    • Added push notification to tell you the lock state

  • Moved Use Telepathic Grab option to Controls setting category

    • This addresses somewhat the Logout button not being visible once mature content is unlocked

  • Portable Camera captures now save to Steam Screenshots when available

  • Removed Aura 2 due to several critical issues, like not supporting SPS-I

  • Removed deprecated 'PuppetMaster.OnAvatarInstantiated' event

  • Removed Desktop Free Look while in Menus

  • Removed loads of unused assets from the compiled game

  • Removed most shaders that we compile

  • Renamed "Mature Content visibility" toggle to "Show Mature Content"

    • Added subtext to better explain the option

  • Renamed the setting 'Control Enable Gestures While Finger Tracking' to 'Finger Gesture Recognition' under 'Controls' -> 'VR'.

    • With Gesture Lock implemented, this naming makes more sense

    • Added the description to the settingWhen finger tracking is enabled, infer the avatar's gestures using your finger positions
    • Also it's now enabled by default

  • Reworked cursor lock management so there should never be a scenario where the mouse incorrectly locks

  • Reworked when controller smoothing is applied, this should feel better

  • Separated HUD notification settings under its own category

  • Steam Dashboard captures (F12) now saving to the ChilloutVR pictures folder

    • Steam Screenshots have their location tag set to the current world name

  • Switching Main Menu tabs now closes ui confirmation dialogs

  • Unwhitelisted 'UnityEngine.Cloth' from Avatars & Props

    • It was incompatible with Gravity Zones, Avatar Scaling, and the local Avatar Clone

  • Updated Avatar/Prop Detail & Avatar/Prop Pedestal responses

    • Detail responses IsSharedWithMe is now correct

      • Was returning true when had permission to switch/spawn (ex: when content was Public)

    • SwitchPermitted & SpawnPermitted are still returned

    • Pedestal response now returns IsPublished

  • Updated Support page in Main Menu to not be horridly outdated & useless

    • It was pointing at an old forums page which has been dead for years ;-;

    • eat bread

  • Updated Magica Cloth 2 to 'v2.14.2'

    • Release Notes available here

  • You can now confirm FBT calibration when only one hand is connected

Communications Changelog:

  • Added Push-to-Mute option to Mute Bind Modes

  • Added Noise Suppression and Mute Bind Mode to VR Aware settings

  • Adjusted Pipeline Objects to fix several issues with Positioning and Playback

  • Adjusted Positional Tracking and Handling

  • Adjusted TTS to fix an issue with artifacting in the transmitted Audio Data

  • Fixed an issue with Audio Normalization not being active by default

    • Thanks DDAkebono for identifying and helping to fix this issue

  • Fixed an issue with Microphone Toggle keybind still being active during Desktop Login

  • Fixed an issue with Mic Toggle being active while Text Inputs are focused

  • Fixed an issue with not being automatically muted when switching Input Device to "No Device" while unmuted

  • Fixed an issue with the Audio Capture thread sometimes not restarting when changing Input Device

  • Fixed an issue with the Audio Capture thread sometimes not restarting when Connection Recovery occurs

  • Fixed an issue with TTS not broadcasting when "No Device" is selected as the Input Device

  • Fixed an issue with Voice Data sometimes not being sent to the Server

  • Reworked Push to Talk into Mute Bind Mode

Source

Steam News / 3 April 2025

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