Update 120 Experimental 7 is now Live on The Experimental Branch!
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Howdy Folks!
The march towards 1.0 continues with this latest Experimental build, focused on our Sosig Studio tools, Spectator Camera tools, and the underlying Vault File system infrastructure. Check out the latest devlog for all the details!
In addition to all that, we have the return of the MEATMAS HOLIDAY CONTEST this year! Swing by the H3VR Discord for more info :-)
Hope y'all have a wonderful weekend!
Peace,
Anton
[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
[h2]Full Changelog - Update 120 - Experimental 7[/h2]
[h3]Additions:[/h3]
[h3]Changes:[/h3]
[h3]Fixed:[/h3]
[h3]User Content Notes:[/h3]
In the previous experimental build of H3 there were a couple issues with the automatic migration of vault files to the new format:
1. Some code was checking for case sensitive filenames when it shouldn't have been, which resulted in loadouts not being migrated and thus not visible in-game. In this new update that is resolved and loadouts will now be migrated.
2. Prior to Update 120, vault files of each type were stored in seperate folders (Vault/Objects/BareObjects, Vault/Objects/Loadouts, Vault/SceneConfigs) and had filenames that additionally included which type of file they were (_VFO.json, _VFL.json, VFS.json). To support the eventual loading of content from the Steam Workshop the migration code took that information and put it inside the file instead, and then placed those updated files all into the same folder (Vault/VaultFiles) using only the vault file name to differentiate them. This was problematic because prior it was possible to create many vault files with the same name, provided they were of different types (object, loadout, scene) or were scene configs for different scenes. This resulted in only one of such files getting migrated correctly, as the next one was overwriting the previous one. In this new update the migrated file names now additionally include this information which prevents the filename conflicts.
If after running this new update you are still missing vault files, you can find backups of your pre-migrated files in Documents/My Games/H3VR/_VaultBackup. Copying these files into Documents/My Games/H3VR/Vault (sub-folder doesn't matter) will cause them to get migrated again the next time you run the game. Since the migrated file filenames differ with this update compared to the previous one, you may end up with duplicates. We recommend you only copy the files you are missing back into the folder, or if you know you haven't modified any of the files since the previous migration, you can opt to delete the entire Vault/VaultFile folder and let the game migrate them all again.
Howdy Folks!
The march towards 1.0 continues with this latest Experimental build, focused on our Sosig Studio tools, Spectator Camera tools, and the underlying Vault File system infrastructure. Check out the latest devlog for all the details!
In addition to all that, we have the return of the MEATMAS HOLIDAY CONTEST this year! Swing by the H3VR Discord for more info :-)
Hope y'all have a wonderful weekend!
Peace,
Anton
[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
- Right click H3 in Steam
- Go to Properties
- Click Betas
- Click The Dropdown
- Select Experimental1!
[h2]Full Changelog - Update 120 - Experimental 7[/h2]
[h3]Additions:[/h3]
- Added New Utility Object: StudioLight (Can be Spot, Linear or Point Light)
- Added Functionality to Spectator Panel: Studio Light Settings
- Added New Light Limit Options in Custom Quality Setting (8, 16 lights max). NOTE THIS IS FOR SCREENSHOTS and will not perform well in most cases.
- Added “Take Screenshot’ button to Spectator Panel. Screenshots are placed in the MyGames/H3VR directory
[h3]Changes:[/h3]
- USAS-12 Now has AR-15 Carry Handle Sight Compatibility
- Scene Fight Panel now has Toggle Key Spawn Button
- Added feedback to the outfit panel when saving an existing outfit
- Separated the 'save' and 'save as new' buttons on the outfit panel so 'save as new' is also available for existing outfits
- Meatmas Snowglobe Updated
- Sosig Player Body Head now draws in ‘Shadows Only’ mode when in Default/HD Spectator mode
- Moved 'all' filter to end of cycle in vault file list filter button
- Migrated vault files now additionally include type and scene information in the filename
- Old vault files placed in the root of the Vault folder are now auto-migrated on launch (as opposed to being ignored)
- Item Spawner only lists scene configs for the scene you're in
- While 'all' filter is selected in Item Spawner, vault file names have their type prepended to them
[h3]Fixed:[/h3]
- Fixed Vault file list was not sorting folders, resulting in non-deterministic ordering.
- Fixed Migration code was case-sensitive when it shouldn't be, causing some vault files to not get migrated. They will get migrated the next time you run the game
- Fixed Deleting a vault file doesn't refresh the file list in the vault
- Fixed Toolbox vault spawning loadouts at world origin
- Fixed New item spawner vault was not checking for file name conflicts when saving/renaming files
- Prevent the migration from erroring out if a file is migrated while a file of the same name already exists in the backup folder. This occured when using some mods that would copy a vault file into the folder on game start, if it didn't already exist
[h3]User Content Notes:[/h3]
In the previous experimental build of H3 there were a couple issues with the automatic migration of vault files to the new format:
1. Some code was checking for case sensitive filenames when it shouldn't have been, which resulted in loadouts not being migrated and thus not visible in-game. In this new update that is resolved and loadouts will now be migrated.
2. Prior to Update 120, vault files of each type were stored in seperate folders (Vault/Objects/BareObjects, Vault/Objects/Loadouts, Vault/SceneConfigs) and had filenames that additionally included which type of file they were (_VFO.json, _VFL.json, VFS.json). To support the eventual loading of content from the Steam Workshop the migration code took that information and put it inside the file instead, and then placed those updated files all into the same folder (Vault/VaultFiles) using only the vault file name to differentiate them. This was problematic because prior it was possible to create many vault files with the same name, provided they were of different types (object, loadout, scene) or were scene configs for different scenes. This resulted in only one of such files getting migrated correctly, as the next one was overwriting the previous one. In this new update the migrated file names now additionally include this information which prevents the filename conflicts.
If after running this new update you are still missing vault files, you can find backups of your pre-migrated files in Documents/My Games/H3VR/_VaultBackup. Copying these files into Documents/My Games/H3VR/Vault (sub-folder doesn't matter) will cause them to get migrated again the next time you run the game. Since the migrated file filenames differ with this update compared to the previous one, you may end up with duplicates. We recommend you only copy the files you are missing back into the folder, or if you know you haven't modified any of the files since the previous migration, you can opt to delete the entire Vault/VaultFile folder and let the game migrate them all again.