Patch 2 - more bugfixes and QoL improvements
[p]Hello Guardians![/p][p][/p][p]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.[/p][p]
[/p][p]Patch Notes:[/p]
[/p][p] [/p][p]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.[/p]
- [p]Fixed an issue where certain doors might close too early, preventing players from progressing[/p]
- [p]Fixed an issue where players might not spawn in the right position or orientation in the title menu[/p]
- [p]Fixed jump pads not propelling players in the right direction if snap turn is used[/p]
- [p]Fixed the flashlight not following vertical head movement[/p]
- [p]Fixed the flashlight not working in left-handed mode[/p]
- [p]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[/p]
- [p]Stopped haptics from triggering during loading screens[/p]
- [p]Fixed an issue where the off hand ammo counter for dual wield weapons would still be visible in menus[/p]
- [p]Ensure damage numbers over enemies always face the player[/p]
- [p]Block loading of the OpenXR Toolkit layer by default as it instantly crashes the game on start[/p]
- [p]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[/p]
- [p]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)[/p][p][/p]