Full notes
Full NervBox update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Compatibility
- Performance
- UI and audio
NervBox changes
Player System Updates:
Adjusted Upper body IK to reduce elbow flipping.
Adjusted climbing to use a strength estimation instead of collisions.
Added wrist-joint limits to hands.
Improved melee weapon handling by compensating for the inertia of held objects.
Significant throwing Improvements.
Fixed a bug where you couldn’t stop force grabbing until the object made it to the hand.
Fixed a bug where you could slot something while holding it with two hands.
Improved auto-calibration.
Redid controller offsets for Quest 2 and Valve Index.
Various backend changes for future player expansions.
Various optimizations.
Audio:
Added many more collision sounds to interactable objects.
Levels:
Park - Optimized for Quest performance.
Park - Temporarily removed background buildings. (The billboards’ slow rotation was slightly nauseating. Finding an alternative approach to low-poly background geometry.)
Misc:
Various optimizations and improvements.
Various backend upgrades.
Current limitations for Quest players:
There are no limits on the number of players, NPCs, or objects you can spawn.
Host CPU usage gets pretty high with larger lobbies, or too many NPCs. SPAWN AT YOUR OWN RISK!
Re-hosting after leaving a game sometimes does not work, we have a fix pending, for now just restart the game to fix it.
Source
Changelog.gg summarizes and formats this update. How we read updates.
