ChilloutVR 2025r179
We have just released a Stable update to ChilloutVR that includes various fixes and improvements, including but not limited to:
[h2]Main Menu Improvements[/h2]
[h2]Main Menu Improvements[/h2]
- Color palette adjustment (not UI2)
- Updated Support page
- Easily copy GUIDs
- Bunch of other small fixes
- Find & explore random Avatars, Props, & Worlds
- Smooth Hud
- Gesture Indicator
- HexReticle & SmartReticle native
- Reticle only displays when needed
- Desktop throw indicator
- Easily add & share screenshots taken within ChilloutVR via Steam (if enabled)
- 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
- 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
- CVRWheelHubController & CVRWheelController for building vehicles
- The beginnings of the CVRLeg & CVRMovementDriver
- Advanced CVRSkyboxManipulator
- Exposed Object Health to Props
- 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 greatly
Full 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 again
- Added Discover page to the Main Menu shortcuts
- Added event filtering for Health System Components
- Added gentle align upright to PhysicsInfluencer to use force to align an object to gravity
- Added gravityFactor to PhysicsInfluencer to scale gravity and simulate thigs like lift etc
- Added Health DealDamageManually function
- Added input and output transforms to CVRLeg Component
- Added Manual DownBehavior to ObjectHealth
- Added more components to the prop whitelist
- NavMeshObstacle
- OffMeshLink
- ObjectHealth
- Damage
- Added NavMeshAgent related parameter streams
- Added new 'CVRSkyboxManipulator' component
- This allows you to manipulate how the skybox renders for a target camera (rotation, material, mesh, origin, ect)
- Added new damage system parameter streams
- Added new Component 'CVRLineRendererHelper' to help using a line renderer to connect transforms
- Component is in its early stages will be expanded on in the future
- Added new ParameterStreams
- LegIsOnGround
- RigidBodyAcceleration
- RigidBodyAccelerationX
- RigidBodyAccelerationY
- RigidBodyAccelerationZ
- RigidBodyLocalAccelerationX
- RigidBodyLocalAccelerationY
- RigidBodyLocalAccelerationZ
- WheelHubControllerGrounded
- WheelControllerGrounded
- WheelControllerRPM
- Added object health functions to Callback whitelist
- Added optional persistent zoom level
- Added ParameterStream update method onlyUpdateWhenOwner (usable for props and later on worlds)
- Added Pitch Randomization for ParticleSound Component
- Added portal dropped on top of you HUD notification
- Added sanitization to character controller velocity
- Added steerMultiplier to CVRWheelController to reduce steering input and allow for back wheel steering
- Added toggle zoom setting and made it the default
- Added torqueCurve to WheelHubController
- Added UDIM discarding support to the Highlight shader
- Added 'UnityEngine.SkyBox' component to Avatar/Spawnable whitelist
- Adjusted controller line renderer to always display when the menu is open
- Also now visualizes the active UI ray (inactive ray is dimmer)
- Adjusted default pointer placement to not be skipped if missing third finger bone
- Adjusted Desktop LookAt distance to scale with playspace scale
- Adjusted Desktop Menu input to be done via Controller Ray instead of being fed in from mouse screen position directly
- Adjusted DesktopRayController to not run when window is not in focus
- Adjusted DropProp to allow spawning props in the air
- Adjusted 'CVRWorld.ConfigurePostProcessing' check to ignore volumes found outside of the world scene
- Adjusted how Magica Cloth 2 gravity direction is applied on avatars within gravity zones to address a major performance regression
- Adjusted outbound core parameter syncing to always send MovementX/Z
- Should fix case where Emote parameter can get stuck looping on the remote side if running anims are disabled in FBT
- Adjusted player controller trigger touch input to also be true if trigger value is more than 0
- Adjusted project skinning quality to enforce 4 weights per vertex
- This has been enforced on the local avatar for a year or so now
- Adjusted Mature Content Visibility handling to hide irrelevant UI elements when disabled
- The Search & Filter options will no longer appear when mature content is unlocked & disabled
- Can now hold Control to unlock mouse in Desktop mode
- While unlocked, you can select Players & Props to open their Details Pages
- You can also move held pickups around & interact with the world
- This can be disabled in the Controls setting category
- Changed the default index bindings for the left 'A' button to be the gesture toggle instead of the skeleton input toggle
- Changed the Main Menu theme to match company color palette
- This is not UI 2! Colors were just tweaked to match the ABI landing page
- Changed WheelController to now stop updating transforms if the vehicles rigidboy is set to kinematic
- Clicking a prop while the menu is open will now open the details page for it
- Clicking on the icons in the Support page now prompts to open them in browser
- Disable Magica Cloth culling for the local player avatar
- Don't needlessly 'tex.GetRawTextureData()' on downloaded portal images
- Dynamic Bone & Mesh Cloth are now separate filter options
- Exposed '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 it
- SetDefaultUseGravity(bool useGravity)
- SetDefaultIsKinematic(bool isKinematic)
- SetDefaultPlayerCollisionMode(CollisionWithPlayer collisionMode)
- 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 it
- 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 warmup
- The 0G controls now only activate when in real 0G
- Fixed an issue where taking a Steam Dashboard Screenshot while multiple other clients connected to Steam were open would take the screenshot on all of them
- Fixed Avatar Overrender UI feature not respecting UDIM discard properties that were not animated
- Fixed avatars not loading default profile from AAS on initial load
- Fixed case where local user could not make changes to a CVRSpawnable when network lerp timer got stuck
- Fixed center of mass shifting not working for physics influencers
- Fixed clicking any tab not closing details pages
- Fixed controller line renderer not displaying in worlds with nameplates disabled
- Fixed 'CVRSnappingPointManager' nullref when reference point is null
- Fixed CVRSpawnable interpolating from the last network state when the local user has made changes
- This should fix subsyncs snapping back when alternating sync when using a prop like a chessboard
- Fixed Desktop & Halfbody IK root angle not being maintained on movement parents
- Fixed force applicator runtime gizmo
- Fixed game icon being incorrectly colored
- 'e41010' to 'e43600'... absolutely game-changing
- Fixed LoginRoom scene load unintentionally skipping some game initializations
- Fixed Main Menu detail pages being broken after logout
- Fixed Main Menu drag scroll not disabling while holding dropdown & toggle inputs like the Quick Menu
- Fixed Main Menu haptics
- Fixed main menu not playing hover & click sounds
- Fixed menu auto-refresh causing applied prop/avatar/friend list filters to not reapply
- Fixed never releasing Grab sync type on subsynced kinematic pickups
- Fixed 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 internal
- Fixed objecthealth down logic
- Fixed performance issue when replacing default clips on avatar load
- Fixed potential race condition where menu wouldn't mark itself ready because authentication occurred too fast
- Fixed prop spawn placement not correctly facing player when spawned in Gravity Zones
- Example: spawning a prop on a gravity wall would not correctly face towards your direction
- Fixed rotatechestbyhands being reenabled in the spine solver when toggling FBT >:(
- Fixed RuntimeGizmos to correctly display more characters
- Fixed Vive tracker interaction profile for OpenXR
- Fixed window focus detection failing when there was multiple ChilloutVR windows open
- Fixed User Details button not functioning on Request Invite element in Main Menu
- Highlight Profile Updated:
- Is now constant width
- Changed the quality of it so that it is significantly faster
- Made it overrender everything, this may or may not be good, need feedback
- Changed the color to be the ABI orange
- Implemented a basic gesture indicator after chopping the old filtered avatar's hands off
- Implemented a system to manually render both eyes in Legacy (NonSpi) worlds
- This system has replaced the automatic shader replacement when entering NonSpi worlds in VR
- Issues with terrain foliage are mitigated, and will kick in when loading Unity 2019 bundles
- This 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 replaced
- Loading into a Spi world after a NonSpi world will run shader replacement for any loaded Avatar or Prop
- This is to ensure the currently worn avatar is properly shader replaced when the mitigation is inactive
- Implemented Desktop FOV & UI Scale sliders
- Implemented fix for remote avatars causing a native crash when animating a camera off on the first frame
- Implemented HexReticle (Thank you SketchFoxsky!)
- The reticle is now a hexagon that reacts when hovering anything interactable
- It also displays an indication of the Desktop throwing multiplier when holding 'G'
- Implemented known mitigation for AMD GPU wireless vr stutter
- Implemented new local avatar clone
- Addresses a huge hitch when loading a local avatar with many renderers on it
- Shadow casting mode is now properly respected & can be changed at runtime
- Projectors targeting the local player layers no longer hit the head hidden mesh in first person
- Generic avatars can now use the 'FPRExclusion' component
- Implemented scroll to change zoom level
- Implemented Smart & Disabled modes for the HUD reticle
- In Smart mode, the reticle will only display when hovering something interactable or using a mouse input
- While in Disabled mode, the reticle is... disabled
- Implemented VR HUD smoothing option
- Improved CohtmlHud to not needlessly allocating every frame
- Improved CVRPathCamController to also not allocating every frame
- Improved the VR Intro display of errors when the initialization fails
- Increased contrast of the reticle
- Made applying NetIK less stupid
- Made clicking author name in Avatar & Prop detail pages bring you to the authors details page
- Made double-clicking Avatar/Prop/World/User detail page image to copy guid to clipboard
- Made HUD unaffected by zooming
- Moved Cosmos Controller evaluation before Vive Touch Controllers
- Moved cursor lock to shortcuts 2
- Added push notification to tell you the lock state
- Moved Use Telepathic Grab option to Controls setting category
- This addresses somewhat the Logout button not being visible once mature content is unlocked
- Portable Camera captures now save to Steam Screenshots when available
- Removed Aura 2 due to several critical issues, like not supporting SPS-I
- Removed deprecated 'PuppetMaster.OnAvatarInstantiated' event
- Removed Desktop Free Look while in Menus
- Removed loads of unused assets from the compiled game
- Removed most shaders that we compile
- Renamed "Mature Content visibility" toggle to "Show Mature Content"
- Added subtext to better explain the option
- Renamed the setting 'Control Enable Gestures While Finger Tracking' to 'Finger Gesture Recognition' under 'Controls' -> 'VR'.
- With Gesture Lock implemented, this naming makes more sense
- Added the description to the setting: When finger tracking is enabled, infer the avatar's gestures using your finger positions
- Also it's now enabled by default
- Reworked cursor lock management so there should never be a scenario where the mouse incorrectly locks
- Reworked when controller smoothing is applied, this should feel better
- Separated HUD notification settings under its own category
- Steam Dashboard captures (F12) now saving to the ChilloutVR pictures folder
- Steam Screenshots have their location tag set to the current world name
- Switching Main Menu tabs now closes ui confirmation dialogs
- Unwhitelisted 'UnityEngine.Cloth' from Avatars & Props
- It was incompatible with Gravity Zones, Avatar Scaling, and the local Avatar Clone
- Updated Avatar/Prop Detail & Avatar/Prop Pedestal responses
- Detail responses IsSharedWithMe is now correct
- Was returning true when had permission to switch/spawn (ex: when content was Public)
- SwitchPermitted & SpawnPermitted are still returned
- Pedestal response now returns IsPublished
- Detail responses IsSharedWithMe is now correct
- Updated Support page in Main Menu to not be horridly outdated & useless
- It was pointing at an old forums page which has been dead for years ;-;
- eat bread
- Updated Magica Cloth 2 to 'v2.14.2'
- Release Notes available here
- You can now confirm FBT calibration when only one hand is connected
Communications 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 Login
- Fixed an issue with Mic Toggle being active while Text Inputs are focused
- Fixed an issue with not being automatically muted when switching Input Device to "No Device" while unmuted
- Fixed an issue with the Audio Capture thread sometimes not restarting when changing Input Device
- Fixed an issue with the Audio Capture thread sometimes not restarting when Connection Recovery occurs
- Fixed an issue with TTS not broadcasting when "No Device" is selected as the Input Device
- Fixed an issue with Voice Data sometimes not being sent to the Server
- Reworked Push to Talk into Mute Bind Mode