Full notes
Full The Gallery - Episode 1: Call of the Starseed update
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What changed
- Gameplay
- Store
- Performance
- UI and audio
- Fixes
The Gallery - Episode 1: Call of the Starseed changes
Call of the Starseed now officially supports the new Oculus Touch controllers. When you launch the game next, you’ll be able to choose between the OpenVR and OVR runtimes, the former being intended for Vive players and the latter for Oculus Touch users. The OVR version of Call of the Starseed also features a number of bug fixes, as well as our new Hand Presence update with new hand poses, inclusivity options, Blink features, and more. Call of the Starseed with Oculus Touch supports standing 180, limited 360, and roomscale playmodes. If you have your sensors set up to support Oculus roomscale, you’ll be able to play Call of the Starseed just as you would with the Vive. If you don’t, we’ve added a few new features to make the game more comfortable for forward-facing mode as well, such as a new force grab and frustum fade. As well as the new Oculus Touch support, developers and businesses will also notice a new arcade licensing option to bring our mind-blowing first episode of The Gallery to VR Arcades. Over the next few weeks, we’ll be continuing support by adding haptic feedback and additional Touch controller hand poses for OVR, plus we’ll be bringing the Hand Presence Update and new features to OpenVR for Vive owners. If you come across any bugs while playing in the meantime, please submit a report using our online form. You can find our full changelog and notes below. Adventure awaits! Changelog v1.2 (Native OVR in Steam w/o Oculus DRM)
Upgraded to Unity v5.4.2f2, using most recent Rift SDKs
Oculus Achievement support added with in-game toasts (butter not included)
Removed DRM/Entitlement check for this Native OVR version on Steam (note: using this build with the Rift still requires logging into Oculus Home, it just doesn't require a purchased Home key)
Complete hand system overhaul
Improved hand poses, additional new poses for some items
Improved hand physics and interactions with items
Customizable hand sizes and textures in settings
HDR support for improved visual quality with Rift in settings
Performance boosts in scenes and systems now can run on GTX 960 or equivalent
Fixed bug when starting a new game would sometimes go to an empty skybox with sound (good for meditation, not adventure)
Ability to switch between grip/trigger/both for use and grab functions
Mirrored option for lefty/inverted controller mapping of every game function
Added new Blink mode for Rift called "Consolidated" (default but can change in settings)
Added new Blink presentation called "Projectile" (default but can change in settings)
Added comfort mode for consolidated Blink mapping when not actively Blinking
Added comfort mode turn degrees in settings
Added Rift room configurations on first play (camera setup)
New Standing 180 configuration has a floor indicator and frustum fade if turned away from forward direction
Limited standing configurations make grabbing distant objects much easier
Fixed bug with chomper persisting in other levels
Fixed GUI selection issues
Fixed up some backpack GUI item alignment issues
Temporarily disabled flick gesture on lighter (will be fixed in future Oculus SDK)
Added better notification for keeping HMD steady while about to load into a level
Temporarily disabled "Ocean Lullaby" achievement until we make the tent larger (kudos to those who attempted!)
Fixed issue with two instances of headclip checks existing on the player
Renamed "HMD Resolution" to "Supersampling" in settings
Changed the wording for intro tutorial and listening to the correct inputs now
EULA will only ever pop up once for the user instead of every load (use trigger to
Source
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