What changed
0 fixes1 addition4 changes0 removals
- Compatibility
- Gameplay
- UI and audio
- Server
addedHighres Zoom Gif (Sculpture credit: Chuck Leone -- @chuckleone on Twitter) Multiscale smooth sculpting is extremely powerful, and we're really excited to finally share it with you all! For now we're keeping smooth sculpting on a beta branch. The smooth sculpting feels great, but there are some rough edges left that I think we can improve on before pushing an official launch. Before you jump into the beta, please know that your old saves will automatically get updated to a new format, and that will make it hard to convert back. You can make a copy of the SavedWorlds folder in Documents/SculptrVR before updating to be safe. If you decide to roll back to the old release version, you'll have to clear out the SavedWorlds folder. If you decide you want to roll back to the old version, but didn't copy your SavedWorlds folder, please email us at team@sculptrvr.com and we'll walk you through the process to recover your saves. To opt in to the beta, you'll need to right click SculptrVR in your library, click properties -> betas -> select "smoothbeta" in the dropdown. (Sculpture credit: Alec Fredricks -- @ACFred on Twitter) I'm going to go against my better judgement and end this post with a list of things that need improvement in the new smooth mode. Hopefully we can hit most of these bullet points in the next couple weeks and push smooth into the release branch!
changedSome of the default settings still need to be updated.
changedWe need a voxel art mode that returns snapping brushes and exact copy/paste.
changedThe hang glider collides with the underlying cubey representation, and needs to be updated to work as expected with smooth meshes.
changedThere's no way to guaranteed two players share the same gravity vector in multiplayer.
SculptrVR changes
addedHighres Zoom Gif (Sculpture credit: Chuck Leone -- @chuckleone on Twitter) Multiscale smooth sculpting is extremely powerful, and we're really excited to finally share it with you all! For now we're keeping smooth sculpting on a beta branch. The smooth sculpting feels great, but there are some rough edges left that I think we can improve on before pushing an official launch. Before you jump into the beta, please know that your old saves will automatically get updated to a new format, and that will make it hard to convert back. You can make a copy of the SavedWorlds folder in Documents/SculptrVR before updating to be safe. If you decide to roll back to the old release version, you'll have to clear out the SavedWorlds folder. If you decide you want to roll back to the old version, but didn't copy your SavedWorlds folder, please email us at team@sculptrvr.com and we'll walk you through the process to recover your saves. To opt in to the beta, you'll need to right click SculptrVR in your library, click properties -> betas -> select "smoothbeta" in the dropdown. (Sculpture credit: Alec Fredricks -- @ACFred on Twitter) I'm going to go against my better judgement and end this post with a list of things that need improvement in the new smooth mode. Hopefully we can hit most of these bullet points in the next couple weeks and push smooth into the release branch!
changedSome of the default settings still need to be updated.
changedWe need a voxel art mode that returns snapping brushes and exact copy/paste.
changedThe hang glider collides with the underlying cubey representation, and needs to be updated to work as expected with smooth meshes.
changedThere's no way to guaranteed two players share the same gravity vector in multiplayer.
Highres Zoom Gif (Sculpture credit: Chuck Leone -- @chuckleone on Twitter) Multiscale smooth sculpting is extremely powerful, and we're really excited to finally share it with you all! For now we're keeping smooth sculpting on a beta branch. The smooth sculpting feels great, but there are some rough edges left that I think we can improve on before pushing an official launch. Before you jump into the beta, please know that your old saves will automatically get updated to a new format, and that will make it hard to convert back. You can make a copy of the SavedWorlds folder in Documents/SculptrVR before updating to be safe. If you decide to roll back to the old release version, you'll have to clear out the SavedWorlds folder. If you decide you want to roll back to the old version, but didn't copy your SavedWorlds folder, please email us at team@sculptrvr.com and we'll walk you through the process to recover your saves. To opt in to the beta, you'll need to right click SculptrVR in your library, click properties -> betas -> select "smoothbeta" in the dropdown. (Sculpture credit: Alec Fredricks -- @ACFred on Twitter) I'm going to go against my better judgement and end this post with a list of things that need improvement in the new smooth mode. Hopefully we can hit most of these bullet points in the next couple weeks and push smooth into the release branch!
Smooth mesh generation is quite a bit slower than cubey, and can be sped up by at least a factor of 2.
Cracks briefly appear in meshes while zooming in and increasing mesh detail.
Some of the default settings still need to be updated.
Most tools leave slightly messy surfaces and need a smoothing pass to look good.
Copy paste got much slower, and needs to be sped up.
We need a voxel art mode that returns snapping brushes and exact copy/paste.
Zooming into a giant world can be nauseating, and we need some comfort modes.
Feedback particles get stuck inside sculptures sometimes.
The hang glider collides with the underlying cubey representation, and needs to be updated to work as expected with smooth meshes.
There's no way to guaranteed two players share the same gravity vector in multiplayer.
Thank you! (Sculpture credit: Lynette Sanchez)