Full notes
Full Holodance update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Performance
- Server
- Events
- Gameplay
- Fixes
During the last few months, I worked primarily on the in-VR beatmap editor. Unfortunately, this isn't ready for this release, yet. However, we also did quite a few technology updates and bugfixes that we silently pushed to separate branches dedicated to different Unity versions and eventually also (finally) updated to the new SteamVR Unity integration which has SteamVR Input 2.0. This lays the foundation for full Valve Index support. For now, it gives you the ability to re-bind input according to your preferences.
Update Highlights
LIV Mixed Reality support is finally working again
Story Mode Level 1 / Paradise Beach has significantly improved performance and also looks better (the Ocean and sky in particular)
Slicing OctaDrops works much better now
The stats shown in Game Progression can now either use the legacy system (Steamworks), or our new server. For more details on what is changing here, see: Building Our Own Backend Server
- Story ModeFixed the one event that was broken that prevented the "Knows The Secrets" achievement from being unlocked. This is secret is hidden in the tutorial.
Chronological Changes List
Updated to Unity 2018.4.3f1.
Removed old UNET (Unity Networking) code and promised myself to never ever touch a networking solution by Unity again.
Ported from using WWW to using UnityWebRequest; this should also solve some image loading hiccups in the Music Library.
Updated PostProcessing v2 from 2.1.4 to 2.1.7
Updated Oculus SDK from 1.29.1 to 1.36
Unity to Unity 2019.1.9f1.
Story Mode Bugfix: In Level 11, there were several fires where the background transparency was broken. Fixed.
Story Mode: Level 12 - this is a huge level but almost everything the player sees is at a large distance, so reduced lightmap resolution from 0.8 to 0.05 to improve baking time and significantly reduce memory consumption. This reduced the project asset
size from 750MB down to 40MB (in the build, the difference is much smaller but haven't checked the build size, yet). Story Mode, Level 9 (Ice Desert): Optimized lightmapping for higher quality with lower memory consumption (this is also a huge area, and we have increased the detail right around the player, while significantly decreasing the detail in the wider area). This reduced the project asset size from 300MB down to 200MB. Altogether, the build size went from 6.3 GB down to 5.9 GB, download size from 2.3 GB to 2.2 GB. So that's nice. Updated to Unity 2019.1.10 - this fixes the Toggle issue that caused our language selection to go crazy (I already had a workaround implemented but that workaround unfortunately didn't fix the issue as reliably as it should have). Updated Volumetric Fog to 10.4 Updated HxVolumetrigLighting to 1.3.6e Performance UI Polishing: Retro Clubbing and Triggered (available in Beat the Rhythm) have flashing lights that are always disabled when Flashes are disabled in the comfort settings. This could be confusing when the performance option is switched on but overridden by the photosensitive comfort setting. To prevent that kind of confusion, the performance Toggles are now disabled (non-interactive) when the comfort-setting has Flashes disabled, and an explanatory message is shown. Updated LIV SDK from v0.1.0 to v0.1.5 Fixed LIV support Fixed LIV-Issue: Progress from compositor showed up permanently in Mixed Reality because LIV SDK uses its own layer masks; fixed by adapting our approach (using VR-camera as base, and then adding/removing layers as needed, via two
Source
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