Full notes
Full Roboquest VR update
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Repeated intro
Hello Guardians!
What changed
- Fixes
- Gameplay
- UI and audio
- Performance
Roboquest VR changes
Two weeks after launch and it's time for Patch 2! Thank you all for your help in reporting bugs, giving us feedback, and enjoying the game.
Patch Notes:
Fixed an issue where certain doors might close too early, preventing players from progressing
Fixed an issue where players might not spawn in the right position or orientation in the title menu
Fixed jump pads not propelling players in the right direction if snap turn is used
Fixed the flashlight not following vertical head movement
Fixed the flashlight not working in left-handed mode
Fixed an issue where the player camera would start spinning and flying upwards uncontrollably if the player dies and is resurrected by the "Spare Head" artifact
Stopped haptics from triggering during loading screens
Fixed an issue where the off hand ammo counter for dual wield weapons would still be visible in menus
Ensure damage numbers over enemies always face the player
Block loading of the OpenXR Toolkit layer by default as it instantly crashes the game on start
For players who still want to try their luck, a command line switch [c]-openxrtoolkit[/c] can be added to the launch options to reenable the toolkit, but we cannot help or support you if you do this
Fixed an issue where a black square would be stuck to your head. (This primarily affected Pimax users and players who installed mbucchia's quad view XR layer)
We're continuing to work on fixes and improvements, as well as working hard on finishing up multiplayer! If you run into any problems, reach out in our Discord or on Feedbear.
Source
Changelog.gg summarizes and formats this update. How we read updates.
