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Climbey News

Update 5/22/2019

Main game:
  • Added Oculus Quest badge. (Not actually released on Quest, so this will be rare)
  • Added map download progress indicator to download text.


Level editor:
  • Fixed Index Controller model bug in the level editor.

Update 5/18/2019

Main game:
  • Added Rift S badge.
  • Changed Rift CV1 badge to include “Rift”.
  • Changed Index Controller icon on multiplayer badge to more stylized visuals.
  • Changed frame-rate-based view cutter to only cut based on a percentage of the max framerate instead of hard-coded rates that assume 90hz.
  • Changed physics timestep to adjust itself to headset refresh rate if headset refresh rate is higher or lower than 90hz.
  • Tweaked shadow cascades to make closer shadows higher resolution.
  • Fixed bug in Workshop maps display that made it get stuck on a non-existent page when loading filtered levels.
  • Fixed bug in audio manager that made the user lag when going really fast on ice.


All of the framerate related changes were made to accommodate both the 80hz Rift S and the 120-144hz Valve Index headsets coming up, and should guarantee maximum smoothness at any refresh rate.

Because the player is a physics object in Climbey changing the physics refresh rate to match the headset's was essential, but could end up making players on higher refresh rates less powerful when jumping.

Update 4/14/2019

Main game:
  • Fixed falling through the floor while hit with both triggers held.
  • Fixed infinite "air climb" glitch related to moving platforms and the SteamVR overlay.
  • Added proper “OK hand” pose to controllers with finger tracking (Like the Valve Index controllers).


Level Editor:
  • Added “Disable Snap” checkbox.
  • Added “Precision Rotate” checkbox.
  • Fixed right hand not making the click drag selection box on the right position.

Update 3/31/2019 - Finally back to stable branch!

This is a rather large update, it's what I've been holding on to on the beta branch for way too long so it's long overdue!

Demo:
  • Updated demo build to reflect the current state of the game and gameplay better, also updating to include the finger tracking support via SteamVR finger tracking API


Main game:
  • Tweaked jump controller release timing, should make jumps more predictable and consistent.
  • Removed snow- it’s Spring now! This will also make snowballs disabled by default instead of being enabled by default. You can still turn them on if you want though.
  • Fixed “controller visible” not working as intended for non-Vive or Oculus controllers.
  • Fixed all the comfort option buttons randomly working/not working.
  • Fixed “babyjump” ledge jump related glitch
  • Fixed retry bug that allowed you to fling across the map on retry.
  • Upgraded Unity project from 2018.1.0f6 to 2018.3.10f1. This updates the physics engine which should bring performance improvements in some levels with a lot of moving platforms, for example.
  • Upgraded SteamVR plugin.
  • Made finger tracking future proof by making it use the SteamVR API for finger curls.
  • Made “skip level” button a press and hold button.
  • Added automatic re-check for knuckles controllers/finger tracking.
  • Added “load levels” button to the workshop level list for people with a lot of Workshop content to prevent hangs when initially spawning.
  • Added “load upvoted levels” which is a filter for the level list that needs to be built up but persists throughout your playthrough.
  • Added Pimax badge for multiplayer.
  • Added a check for duplicate names so they get (#) added to their name in multiplayer.
  • Added crown buttons next to player names so the host of the room can transfer ownership of the room over if they’re leaving or going AFK, reducing the risk of having an AFK host.
  • Added Performance Settings window to multiplayer lobby room.
  • Reworked foot tracking implementation.
  • Maybe fixed Mixed Reality view for streamers, using the “camera” tracker role and assigning its pose to the main pose should make it work.


Level Editor:
  • Added a delay to the picture taking mode in the level editor to prevent accidental thumbnail pictures from being taken.
  • Level editor’s picture taking now needs both triggers to be pressed to take a picture. Hopefully these two fixes make it so there’s less black thumbnails on the workshop.


The foot tracking requires people to set their left/right foot up properly in the tracker role assignments.
Please make sure it’s set up right before starting the game.

As always let me know if anything is wrong, it's very possible.

Beta branch update 3/28/2018

Main game:
  • Removed snow- it’s Spring now!
  • Updated to Unity 2018.3.10f1.
  • Added Performance Settings window to multiplayer lobby room.
  • Added “load levels” button for people with a lot of Workshop content to prevent hangs when initially spawning.
  • Extended the level loading of the workshop level list a little so it doesn’t hang as much but instead lags for a few seconds.


Unity 2018.3.10f1 fixes the performance dropping when not focused on the game window! Woooo!

I think performance overall will go up with the snow being gone, highly recommend people switch to the beta branch if they're having issues now.

I will upgrade the beta to the main branch soon too.