Preface
We have copied the changelogs for this experimental from discord as we want all update logs from the first version of r160 on to be in our forums so that everyone can see them more easily.
Below you can find the changelog of this version. Please note, that this update came out a while ago and is just posted here for the records.
How to access the experimental branch
In order to access the experimental branch, you have to opt into the branch.
You can find information on how to do so here:
Experimental FAQ
To give feedback, report bugs or any of the kind please read this:
How to report a bug
ChilloutVR Experimental 2021r160-1
Engine
- Upgraded to Unity 2019.4.28f1
General
- Fixed lags regarding profile images loading on nameplates when creating a player
- Fixed several issues regarding memory not being freed up accordingly
- Fixed interaction target offset and fixe issue that would prevent players from interacting with pickup objects close to them
- Reworked Rich Presence for both Steam and Discord
- Force-show avatar will now show removable components accordingly
- PathCam Points are now cleared accordingly when loading into different worlds
- Interaction highlights now work on most UI elements
- Improvements to Headbobbing setting
- Added an additional safetry trigger to teleport back to the world spawn when too far away from origin
Input
- Proximity grab no longer overrides hitboxes of UI elements
- Independent head turning can now be toggled by double pressing alt
- You can now enable/disable gamepad inputs in the game settings
UI
- Fixed an issue that would cause props to be highlighted whenever the menu is opened
- Fixed an issue that would allow making UI interaction impossible with outside objects
- Fixed an issue that would allow the UI to be overrendered
- Improved behavior on custom slider setups in In-World UIs
- Added support for ScrollRect in In-World UIs
- Added a newtwork health indicator to the HUD
- Temporary changes to the login screen adding the current community trailer to its background
- UI lists can now be scrolled in VR by using the right controllers stick
Settings
- All post processing effects can now be enabled/disabled in the settings
- Ambient Occlusion is now forced off in VR
Movement
- Step Assist should no longer react to Triggers
- A first version of holoport movement is now available
- Potential fix for very slow drifting of the avatar when standing still
Components
- FABRIK Components have been added to the Avatar Component Whitelist
- Lights have been added to the Avatar Component Whitelist
- CharacterJoints have been added to the Avatar Component Whitelist
- The CVRBlitter component is now supported ingame
- Basic Support for Magica Cloth has been added
- CVRInteractable now has a Custom Trigger action
- CVRInteractable Operations can now call other unity functions
- Fixed a bug that lead to VariableBuffers to not work properly
- The DistanceLod component is now supported ingame
- The MaterialDriver component is now supported ingame
- The NavController component is now supported ingame
- The AdvanceAvatarSettingsTriggerHelper component is now supported ingame
- The CVRFaceTracking component is now supported ingame
Advanced Avatars
- Advanced Avatar Pointers now have a type field
- Advanced Avatar Pointers are now added to both IndexFingerDistal Bones with the type "index" when no pointer with type "index" is present in the hand hierarchy
- Advanced Avatar Trigger now have a configurable types list. So only the specified Types can trigger
- Advanced Avatar Trigger now have a hold time for on Enter actions. This means that the pointer needs to be held in the trigger for the specified amount of time
- Advanced Avatar Trigger now have a toggle Update method, which will switch between 0 and the specified value
- Advanced Avatar Trigger now have stay tasks, which update while the pointer remains inside the trigger
- Advanced Avatar Trigger stay tasks can increment and decrement a parameter with the specified Value per second
- Advanced Avatar Trigger stay tasks can also set the value from the position along a trigger axis. This can be used to build touch sliders.
Video Players
- CVR_VideoPlayers are now supported ingame