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
- Gameplay
- UI and audio
- Balance
- Performance
- Maps
- Store
ChilloutVR changes
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
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