We have just released a Stable update to ChilloutVR that includes various fixes and improvements, including but not limited to:
Main Menu Improvements
- Color palette adjustment (not UI2)
- Updated Support page
- Easily copy GUIDs
- Bunch of other small fixes
Content Discovery Page
- Find & explore random Avatars, Props, & Worlds
Hud & Reticle Improvements
- Smooth Hud
- Gesture Indicator
- HexReticle & SmartReticle native
- Reticle only displays when needed
- Desktop throw indicator
Steam Screenshot Integration
- Easily add & share screenshots taken within ChilloutVR via Steam (if enabled)
Legacy Content Mitigation
- Prevented potential mass-delisting of content broken during the engine upgrade
- MultiPass in Non-SPI Worlds
- Many small fixes & mitigations after mass review of majority of Legacy content
New Ways to Interact
- Can now select Props while the Menu is open in VR
- Can now hold Control to unlock the mouse in Desktop
- Allows you to select Players, Props, interact with UI, and manipulate held objects
Several New CCK Components
- CVRWheelHubController & CVRWheelController for building vehicles
- The beginnings of the CVRLeg & CVRMovementDriver
- Advanced CVRSkyboxManipulator
- Exposed Object Health to Props
Reduced Game Installation Size
- Removal of bunch of assets & shaders we shipped
- In part due to the new MultiPass rendering in Non-SPI worlds
Improved our build times & development workflow greatlyFull Changelog:
- Added a basic Gesture Lock SteamVR binding
- You will need to bind this to make use of it
Added back the preload complete notification cause someone ate it againAdded Discover page to the Main Menu shortcutsAdded event filtering for Health System ComponentsAdded gentle align upright to PhysicsInfluencer to use force to align an object to gravityAdded gravityFactor to PhysicsInfluencer to scale gravity and simulate thigs like lift etcAdded Health DealDamageManually functionAdded input and output transforms to CVRLeg ComponentAdded Manual DownBehavior to ObjectHealthAdded more components to the prop whitelistNavMeshObstacleOffMeshLinkObjectHealthDamageAdded NavMeshAgent related parameter streamsAdded new 'CVRSkyboxManipulator' componentThis allows you to manipulate how the skybox renders for a target camera (rotation, material, mesh, origin, ect)Added new damage system parameter streamsAdded new Component 'CVRLineRendererHelper' to help using a line renderer to connect transformsComponent is in its early stages will be expanded on in the futureAdded new ParameterStreamsLegIsOnGroundRigidBodyAccelerationRigidBodyAccelerationXRigidBodyAccelerationYRigidBodyAccelerationZRigidBodyLocalAccelerationXRigidBodyLocalAccelerationYRigidBodyLocalAccelerationZWheelHubControllerGroundedWheelControllerGroundedWheelControllerRPMAdded object health functions to Callback whitelistAdded optional persistent zoom levelAdded ParameterStream update method onlyUpdateWhenOwner (usable for props and later on worlds)Added Pitch Randomization for ParticleSound ComponentAdded portal dropped on top of you HUD notificationAdded sanitization to character controller velocityAdded steerMultiplier to CVRWheelController to reduce steering input and allow for back wheel steeringAdded toggle zoom setting and made it the defaultAdded torqueCurve to WheelHubControllerAdded UDIM discarding support to the Highlight shaderAdded 'UnityEngine.SkyBox' component to Avatar/Spawnable whitelistAdjusted controller line renderer to always display when the menu is openAlso now visualizes the active UI ray (inactive ray is dimmer)Adjusted default pointer placement to not be skipped if missing third finger boneAdjusted Desktop LookAt distance to scale with playspace scaleAdjusted Desktop Menu input to be done via Controller Ray instead of being fed in from mouse screen position directlyAdjusted DesktopRayController to not run when window is not in focusAdjusted DropProp to allow spawning props in the airAdjusted 'CVRWorld.ConfigurePostProcessing' check to ignore volumes found outside of the world sceneAdjusted how Magica Cloth 2 gravity direction is applied on avatars within gravity zones to address a major performance regressionAdjusted outbound core parameter syncing to always send MovementX/ZShould fix case where Emote parameter can get stuck looping on the remote side if running anims are disabled in FBTAdjusted player controller trigger touch input to also be true if trigger value is more than 0Adjusted project skinning quality to enforce 4 weights per vertexThis has been enforced on the local avatar for a year or so nowAdjusted Mature Content Visibility handling to hide irrelevant UI elements when disabledThe Search & Filter options will no longer appear when mature content is unlocked & disabledCan now hold Control to unlock mouse in Desktop modeWhile unlocked, you can select Players & Props to open their Details PagesYou can also move held pickups around & interact with the worldThis can be disabled in the Controls setting categoryChanged the default index bindings for the left 'A' button to be the gesture toggle instead of the skeleton input toggleChanged the Main Menu theme to match company color paletteThis is not UI 2! Colors were just tweaked to match the ABI landing pageChanged WheelController to now stop updating transforms if the vehicles rigidboy is set to kinematicClicking a prop while the menu is open will now open the details page for itClicking on the icons in the Support page now prompts to open them in browserDisable Magica Cloth culling for the local player avatarDon't needlessly 'tex.GetRawTextureData()' on downloaded portal imagesDynamic Bone & Mesh Cloth are now separate filter optionsExposed 'CVRSharedPhysicsController'This component is automatically added onto the same object as 'CVRPickupObject', 'CVRAttachment', 'CVRObjectSync', 'CVRSpawnable', & 'PhysicsInfluencer' and is used to manage the default RigidBody state to restore once the mentioned CCK components are done overriding itSetDefaultUseGravity(bool useGravity)SetDefaultIsKinematic(bool isKinematic)SetDefaultPlayerCollisionMode(CollisionWithPlayer collisionMode)Exposed 'CVRWorld.SetPlayerPropVisibility' & 'CVRWorld.SetPlayerRemotePlayerVisibility'These APIs are purely for experimentation to see if such functionality is desired.Fixed 0G controls being incorrectly activated during the gravity zone alignment warmupThe 0G controls now only activate when in real 0GFixed an issue where taking a Steam Dashboard Screenshot while multiple other clients connected to Steam were open would take the screenshot on all of themFixed Avatar Overrender UI feature not respecting UDIM discard properties that were not animatedFixed avatars not loading default profile from AAS on initial loadFixed case where local user could not make changes to a CVRSpawnable when network lerp timer got stuckFixed center of mass shifting not working for physics influencersFixed clicking any tab not closing details pagesFixed controller line renderer not displaying in worlds with nameplates disabledFixed 'CVRSnappingPointManager' nullref when reference point is nullFixed CVRSpawnable interpolating from the last network state when the local user has made changesThis should fix subsyncs snapping back when alternating sync when using a prop like a chessboardFixed Desktop & Halfbody IK root angle not being maintained on movement parentsFixed force applicator runtime gizmoFixed game icon being incorrectly colored'e41010' to 'e43600'... absolutely game-changingFixed LoginRoom scene load unintentionally skipping some game initializationsFixed Main Menu detail pages being broken after logoutFixed Main Menu drag scroll not disabling while holding dropdown & toggle inputs like the Quick MenuFixed Main Menu hapticsFixed main menu not playing hover & click soundsFixed menu auto-refresh causing applied prop/avatar/friend list filters to not reapplyFixed never releasing Grab sync type on subsynced kinematic pickupsFixed not being able to raycast to the Quick Menu if launched into VR with only Left Hand and not yet raycasted to another collider on UI internalFixed objecthealth down logicFixed performance issue when replacing default clips on avatar loadFixed potential race condition where menu wouldn't mark itself ready because authentication occurred too fastFixed prop spawn placement not correctly facing player when spawned in Gravity ZonesExample: spawning a prop on a gravity wall would not correctly face towards your directionFixed rotatechestbyhands being reenabled in the spine solver when toggling FBT >:(Fixed RuntimeGizmos to correctly display more charactersFixed Vive tracker interaction profile for OpenXRFixed window focus detection failing when there was multiple ChilloutVR windows openFixed User Details button not functioning on Request Invite element in Main MenuHighlight Profile Updated:Is now constant widthChanged the quality of it so that it is significantly fasterMade it overrender everything, this may or may not be good, need feedbackChanged the color to be the ABI orangeImplemented a basic gesture indicator after chopping the old filtered avatar's hands offImplemented a system to manually render both eyes in Legacy (NonSpi) worldsThis system has replaced the automatic shader replacement when entering NonSpi worlds in VRIssues with terrain foliage are mitigated, and will kick in when loading Unity 2019 bundlesThis is far from perfect, but it is much better than opaque grass & flowers!NonSpi Avatars & Props loaded while this system is active will also not be shader replacedLoading into a Spi world after a NonSpi world will run shader replacement for any loaded Avatar or PropThis is to ensure the currently worn avatar is properly shader replaced when the mitigation is inactiveImplemented Desktop FOV & UI Scale slidersImplemented fix for remote avatars causing a native crash when animating a camera off on the first frameImplemented HexReticle (Thank you SketchFoxsky!)The reticle is now a hexagon that reacts when hovering anything interactableIt also displays an indication of the Desktop throwing multiplier when holding 'G'Implemented known mitigation for AMD GPU wireless vr stutterImplemented new local avatar cloneAddresses a huge hitch when loading a local avatar with many renderers on itShadow casting mode is now properly respected & can be changed at runtimeProjectors targeting the local player layers no longer hit the head hidden mesh in first personGeneric avatars can now use the 'FPRExclusion' componentImplemented scroll to change zoom levelImplemented Smart & Disabled modes for the HUD reticleIn Smart mode, the reticle will only display when hovering something interactable or using a mouse inputWhile in Disabled mode, the reticle is... disabledImplemented VR HUD smoothing optionImproved CohtmlHud to not needlessly allocating every frameImproved CVRPathCamController to also not allocating every frameImproved the VR Intro display of errors when the initialization failsIncreased contrast of the reticleMade applying NetIK less stupidMade clicking author name in Avatar & Prop detail pages bring you to the authors details pageMade double-clicking Avatar/Prop/World/User detail page image to copy guid to clipboardMade HUD unaffected by zoomingMoved Cosmos Controller evaluation before Vive Touch ControllersMoved cursor lock to shortcuts 2Added push notification to tell you the lock stateMoved Use Telepathic Grab option to Controls setting categoryThis addresses somewhat the Logout button not being visible once mature content is unlockedPortable Camera captures now save to Steam Screenshots when availableRemoved Aura 2 due to several critical issues, like not supporting SPS-IRemoved deprecated 'PuppetMaster.OnAvatarInstantiated' eventRemoved Desktop Free Look while in MenusRemoved loads of unused assets from the compiled gameRemoved most shaders that we compileRenamed "Mature Content visibility" toggle to "Show Mature Content"Added subtext to better explain the optionRenamed the setting 'Control Enable Gestures While Finger Tracking' to 'Finger Gesture Recognition' under 'Controls' -> 'VR'.With Gesture Lock implemented, this naming makes more senseAdded the description to the setting: When finger tracking is enabled, infer the avatar's gestures using your finger positionsAlso it's now enabled by defaultReworked cursor lock management so there should never be a scenario where the mouse incorrectly locksReworked when controller smoothing is applied, this should feel betterSeparated HUD notification settings under its own categorySteam Dashboard captures (F12) now saving to the ChilloutVR pictures folderSteam Screenshots have their location tag set to the current world nameSwitching Main Menu tabs now closes ui confirmation dialogsUnwhitelisted 'UnityEngine.Cloth' from Avatars & PropsIt was incompatible with Gravity Zones, Avatar Scaling, and the local Avatar CloneUpdated Avatar/Prop Detail & Avatar/Prop Pedestal responsesDetail responses IsSharedWithMe is now correctWas returning true when had permission to switch/spawn (ex: when content was Public)SwitchPermitted & SpawnPermitted are still returnedPedestal response now returns IsPublishedUpdated Support page in Main Menu to not be horridly outdated & uselessIt was pointing at an old forums page which has been dead for years ;-;eat breadUpdated Magica Cloth 2 to 'v2.14.2'Release Notes available hereYou can now confirm FBT calibration when only one hand is connectedCommunications Changelog:
- Added Push-to-Mute option to Mute Bind Modes
- Added Noise Suppression and Mute Bind Mode to VR Aware settings
- Adjusted Pipeline Objects to fix several issues with Positioning and Playback
- Adjusted Positional Tracking and Handling
- Adjusted TTS to fix an issue with artifacting in the transmitted Audio Data
- Fixed an issue with Audio Normalization not being active by default
- Thanks DDAkebono for identifying and helping to fix this issue
Fixed an issue with Microphone Toggle keybind still being active during Desktop LoginFixed an issue with Mic Toggle being active while Text Inputs are focusedFixed an issue with not being automatically muted when switching Input Device to "No Device" while unmutedFixed an issue with the Audio Capture thread sometimes not restarting when changing Input DeviceFixed an issue with the Audio Capture thread sometimes not restarting when Connection Recovery occursFixed an issue with TTS not broadcasting when "No Device" is selected as the Input DeviceFixed an issue with Voice Data sometimes not being sent to the ServerReworked Push to Talk into Mute Bind Mode