Full notes
Full HEXION update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Performance
- UI and audio
- Maps
We're getting close to the point where I feel comfortable going live into Early Access - just a few things left on the to-do that I feel are essential. The last couple of weeks have been extremely fruitful, and a lot of cool new stuff has made it into the build!
NEW:
New HUB / Main menu, with fully revamped tutorials and practice area (The aesthetic is now way closer to what we want, and it's more extensible than before, for all the content we have planned!)
Native Oculus SDK integration. A lot of our players have requested this, and I'm happy to oblige.
NOTE
Automatic SDK switching isn't functional yet.
Use Steam Launch Options and add
- oculus (this will be fixed asap)
Added option to select which hand (or both) should use artificial locomotion (that way you can still have a hand dedicated to snap-turning / dash / drop.
CHANGES:
Equipment / Buy menu is now only accessible in either practice, or during buy-time in the game-modes: Team-elim and Overheat.
Throwing velocity / angular velocity are now calculated natively on both OpenVR and Oculus. (Feels way better)
The inventory now fills its slots in regards to the chosen handedness. Right -> Left if Right-handed and vice versa
Changed the glass shader to be more visible
Removed a lot of the voice logic in this build since we need to stress test the basics before implementing the fleshed out system
BUG FIXES:
The cascading disconnects should be fully resolved now
Rounds no longer end when a new player joins mid-match
Updated the audio spatialization engine. This should fix a lot of the .dll crashes, but please send me crashlogs if they persist!
Fixed a BOT networking sync bug, where the respawn event didn't fire on clients (was caused by some of the optimization in the earlier patch)
Fixed the lighting bug on the player avatar representation in the equipment UI
Players can no longer use articifial locomotion + room scale to walk through thin walls (like in spawn)
Player view is now always obstructed when inside geometry
KNOWN ISSUES:
No haptics when using the Oculus SDK. They use a completely different system, so it needs a bit more time
The new HUB is still missing the video tutorials, and the visualized control scheme is Vive only at the moment (will be added in next patch)
Also a little side note. I have made a public Trello if you want to see our Road map in more detail, and follow the development live
Source
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