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Steam News12 June 202615d ago

2026.6.12.557 - Bone weight visual, SMAA in VR, and more fixes & tweaks

Hello everyone! I got another QoL build for you! The main bulk of work I spend on is still on the IK, but there's a bunch of improvements and additions from me, the team and the community!

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Hello everyone!

What changed

1 fix3 additions4 changes1 removal
  • Gameplay
  • Performance
  • Balance
  • Compatibility
changedI got another QoL build for you! The main bulk of work I spend on is still on the IK, but there's a bunch of improvements and additions from me, the team and the community!
changedSMAA anti-aliasing should now work in VR thanks to @scrongbongle! If you have avoided using it before, might be worth another try! There's also small optimization for the renderer thanks to @gyztormizirath, which might boost the performance a bit in VR.
addedYou can also visualize bone weights right in game thanks to a new procedural mesh! And there's new cool interpolation modes for Sliders & Joints, as well as unclamped Slerp thanks to @ryuvi! The cloud metrics has gotten some more improvements from @probableprime
addedNew Features:Added SnapInterpolationCurve enum to Sliders and Joints. (requested by @ryuvi, @baxterottoman, issue #5087, implemented by @ryuvi) -- This enum allows you to adjust how the slider or joint tweens to a snapped position when SnapOnRelease is enabled -- The default value for the enum is Sine to preserve previous behavior - Added SlerpUnclamped ProtoFlux nodes (for floatQ & doubleQ) (implemented by @ryuvi) -- These nodes can be found in Math/Interpolation. -- Similar to LerpUnclamped, these nodes allow for interpolation values outside of the 0 to 1 range, which will extrapolate the interpolation
changedNew Features:SMAA antialiasing now works in VR and has been update to use higher quality (contributed by @scrongbongle, PR #37 and #36) -- Post Processing stack has also been updated to latest compatible version
addedNew Features:Added BoneWeightDiagnosticMesh which will generate a variant of input mesh with vertex colors visualizing the weights of give bone (based on request by @_.____.__.____._. , issue #6700) -- You'll need to use material that can visualize vertex colors to view the debug information

I got another QoL build for you! The main bulk of work I spend on is still on the IK, but there's a bunch of improvements and additions from me, the team and the community!

SMAA anti-aliasing should now work in VR thanks to @scrongbongle! If you have avoided using it before, might be worth another try! There's also small optimization for the renderer thanks to @gyztormizirath, which might boost the performance a bit in VR.

You can also visualize bone weights right in game thanks to a new procedural mesh! And there's new cool interpolation modes for Sliders & Joints, as well as unclamped Slerp thanks to @ryuvi! The cloud metrics has gotten some more improvements from @probableprime

And a bunch more!

New Features:

  • AssetMetadata now captures renderer name -- This is particularly useful for in-game photos, especially when taken with alternatvie renderers

  • Added SnapInterpolationCurve enum to Sliders and Joints. (requested by @ryuvi, @baxterottoman, issue #5087, implemented by @ryuvi) -- This enum allows you to adjust how the slider or joint tweens to a snapped position when SnapOnRelease is enabled -- The default value for the enum is Sine to preserve previous behavior - Added SlerpUnclamped ProtoFlux nodes (for floatQ & doubleQ) (implemented by @ryuvi) -- These nodes can be found in Math/Interpolation. -- Similar to LerpUnclamped, these nodes allow for interpolation values outside of the 0 to 1 range, which will extrapolate the interpolation

  • SMAA antialiasing now works in VR and has been update to use higher quality (contributed by @scrongbongle, PR #37 and #36) -- Post Processing stack has also been updated to latest compatible version

  • Added BoneWeightDiagnosticMesh which will generate a variant of input mesh with vertex colors visualizing the weights of give bone (based on request by @_.____.__.____._. , issue #6700) -- You'll need to use material that can visualize vertex colors to view the debug information

Optimizations:

  • Overlay camera is now disabled while in VR to potentially improve performance (contributed by @gyztormizirath, PR #11)

Tweaks:

  • Updated .NET libraries to latest

Fixes:

  • Fixed setting pronouns breaking for users whose profile was never initialized (based on report by Ilovetoocode, issue #6683) - Fix vertex color profile breaknig when processing or baking meshes - Fixed Swap R G not swapping colors properly (reported by @raidriar796, @ohzee, @yoshiyoshiyoshiyoshiyoshyoshyosh, @catboy.slim, issue #5790) - Fixed ValueGraphRecorder having an artifact due to off by one error (reported by @zyro1331, issue #5812, @jackthefoxotter, issue #1961) - Fixed maximum number of users being 256 instead of 255 due to last ID being reserved for local data model (reported by @art0007i, issue #5637) - Fixed meshes with bones & blendshapes that are repeatedly copied not clearing data properly - Fixed procedural skinned meshes not updating properly - When Touch controller skeleton data is not available, the tracking will fallback to bound hand (contributed by @frick_no96, PR #32) - Fixed Drag & Drop not working on Linux in some cases (reported by @art0007i, issue #6711, fix contributed by @art0007i, PR #38)

Source

Steam News / 12 June 2026

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