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ChilloutVR News

Status Report May 2023

Hello people of Steam, welcome to our monthly Status Report! This will be the first post migrating from our old Forum website, so expect to see these regularly around the beginning of each month.


This month’s Status Report will cover progress on the next major update, information on the upcoming Standalone version of the game, a new Networking feature for modders, and news on our other resources.

r171 Progress Update


Continuing on with the development of the next major update, we’ve introduced many new additions and fixes that draw us closer to a final release. There is still more work to be done before then, so let’s take a look at some of the highlights from Experimental updates during the month of April:

  • ChilloutVR is migrating to Unity 2021.3.23f1
  • Significantly expanded the customization options for quick menu, movement, and turning
  • One-handed VR Movement was added
  • Microphone volume can now be adjusted
  • The “Go Home” feature in the exit menu is now functional


…and much more! These are only a few of the changes we’ve made; a much larger changelog can be found in our community Discord server and by navigating to the Experimental News channel.


On an additional note, we are aware that this update has been taking much longer than initially expected. This is mainly due to considerations and research required to find the most stable and compatible unity version to upgrade to and migrate old systems to the new foundation. We want to ensure that the stable updates add to the game's quality and performance, not diminish them. We are confident that we have the majority of issues derived from the Unity engine upgrade resolved and hope that we can give everyone access to the new version of the game within the next month.


With that said, if you’re a content creator and have not already checked out the current Experimental build of ChilloutVR, now is the time! Rendering changes introduced in Unity 2021 cause some incompatibilities with old shaders in VR, so be sure to prepare and update your content when the new CCK is available if necessary!


More information here: https://docs.unity3d.com/Manual/SinglePassInstancing.html

Please don’t hesitate to ask for help in our Community Discord!

Standalone Progress Update


While additional work on a standalone port is still required, we still want to keep those interested up to date and informed of new information when we have more to share.


Development is proceeding well, as we’re currently working to provide early test builds to chosen participants who answered our call for applications back in March. All spots for the first wave of testing are filled but we are hoping to let more users test the standalone builds early once the first working builds are made. We are also looking into possible ways to allow public experimental builds for both Pico and Quest at a later date - just like currently available for Steam builds.


For the creators out there; shortly before, we’ll be aiming to provide a CCK capable of building and uploading content for the Android platform to use with Standalone headsets. This will allow new content to be uploaded, or existing content to be updated for support. Unfortunately, this will introduce a separation of content between PC and Standalone, but an indication of platform availability will be added to specify if a world, avatar, or prop is available for PC, Standalone, or both. A future development goal is to establish a custom asset format that allows building for all platforms together and loading the content generated for one platform on other platforms as well. This is a goal for the rather far future and we will elaborate on this further once we get to the point where we are able to move on regarding this specific feature.


If you have any more questions, feel free to ask over in our Community Discord server at the end of this post!

Mod Network


As some of you may know, modification of the ChilloutVR game client has allowed developers to express their creativity through more than just the avatars, worlds, and props that we directly support. These can be anything from small tweaks to entirely new features and overhauls. The possibilities that modding can bring to a game are endless and we enjoy the idea of users making the game their own within reasonable bounds.


Of course, modding isn’t very common for online multiplayer games to support for understandable reasons. However, our team understands the benefits that such creations can bring to an open sandbox like ChilloutVR through our own experiences of using and creating mods for games that we love.
As such, we try to show our support for the modding community by equipping them with the tools and entry points needed to create something new and exciting.
With that said, we will soon release a tool that will expand the possibilities granted by modding by a new layer; the network layer. Introducing the Mod Network.


Simply put, the Mod Network will allow mods to send and interpret messages and information over the network between users using our game server network. Such messages and information can only be sent to users connected to the same instance. Though this is already possible by creating a custom networking solution for mods independently of the networking of ChilloutVR, it is often outside the scope of small projects. In those cases, developers will likely find the Mod Network much more convenient and favorable to use.


Recently, we’ve been working with a few selected mod developers to test the capabilities of the Mod Network, and the results have been great so far! We’re really excited to get this out there and see how people put it to use!


Documentation on its use will be available in the near future, along with its public release, so keep an eye out for that if you’re interested.

Forums and Documentation


Just a quick update on our forums and documentation websites; both are currently unavailable due to changes to our infrastructure. We will bring them back in the upcoming days and will have a new, reworked documentation site - that the community will be able to contribute to - very soon; as was announced in former status reports. We apologize for any inconvenience this may have caused to anyone.

Status Page


Our website developers are currently working on a new status page system to effectively inform the community about the current status of our infrastructure. This will allow the users to self-diagnose if a network connectivity issue is related to their connection or our network. This will include status indications for the game servers in all regions, the API, the hub, and other services like the forums. Upcoming features and systems accessible to the community will also be monitored and shown on the status page.


The status page will also provide a small API for developers to display the current network status on community websites and use it in discord bots.


The status page will also offer a feature to directly report outages without the requirement to send an email.

Final lines & social links


As always, thank you for your continued interest in and support of ChilloutVR's development. Tune in next month for more updates like this, see you next time!

Social media


Find us on social media with the links below:
Discord: https://discord.gg/abi

Twitter: https://twitter.com/AlphaBlendNET

YouTube: https://www.youtube.com/channel/UCl8toTHzEER6PXoJyZcTFjg

Reddit: https://www.reddit.com/r/ChilloutVR/

https://store.steampowered.com/app/661130/ChilloutVR/

Support Alpha Blend Interactive


Like every company, we need financial support to be able to push updates and improve our product. We are grateful for every bit of support we get.
If you want to support us you can do so here:
https://www.patreon.com/AlphaBlendInteractive


We are more than thankful for your support!

Not on our Discord server yet?


Use the link above to join our discord server and get in touch with our wonderful community, get help with creation-related topics, and find people to play with.

ChilloutVR 2022r170

We have just released a new update for ChilloutVR on the stable branch.

ChilloutVR 2022r170


This update contains the long awaited IK Rework and many other exciting changes.


IK

  • Added support for 11-point tracking
  • Added the possibility to use more than one tracker per bone (for example two hip trackers)
  • Added universal calibration
  • Added per avatar calibration saving
  • Added the option to smooth the tracking data for body points
  • Added the option to spawn a mirror when calibrating
  • Added the option to lock the avatar to the ground while calibrating
  • Added the option to freeze the avatar follow during calibration by pressing one trigger
  • Added the option for more customizability of the IK System (min/max angles, calculation iterations, and priorities)
  • Added the option for head follow calibration mode for full body tracking
  • Added a button to reset IK settings


World Transition System

  • Added a new System for world transitions. This allows the implementation of custom transitions
  • Added a button to test the world transition
  • Added the option to set up to 3 colors to customize the transition effect
  • Added new transition: fade to black
  • Added new transition: digitize


UI

  • Added HUD option to hide skeletal input message
  • Added a notification when you try to speak while muted
  • Added an option to disable to above-mentioned message
  • Added a remove all props button to the main menu
  • Moved IK settings to their own menu category
  • Chnage the way the menu is rendering, so it is less effected by other effects
  • Fixed the prop details button in search results now works as intended in preparation for public props
  • Fixed a bug where loading, distance, and block avatar could overlap


Voice Chat

  • Added a System to manage Audio source priorities in order to reduce voicechat-related issues
  • Implemented distance based Player Voice Priority
  • Implemented AudioSource Priority Enforcement
  • Increase the size of the voice chat buffer to further combat voice chat-related issues
  • Fixed errors in the voice chat system to reduce the issue of players not being able to hear each other


RCC

  • Fixed a Bug connected to RCC Exhausts
  • Fixed a Bug where vehicles became unsynced physics objects after exiting locally


Attachment

  • Implemented attachment options for hand Controllers
  • Implemented attachment options for additional trackers


Downloading changes

  • Implemented multithreading for downloading content
  • Implemented download speed limiting
  • Implemented an automated network check to find the best settings
  • Implemented an option to disable the mentionen check


Content Loading

  • Reworked the Content Filter System
  • Fixed a bug connected to the download size setting not working properly
  • Added a text to the block avatar to show the reason why it was blocked
  • Improved avatar loading time
  • Reduced hitching during avatar loading
  • Changed that blocked content will no longer be downloaded
  • Changed the block avatar to robot kyle instead of the replacement 2D avatar
  • Reduced stutter from users joining and leaving


Nameplates

  • Added static height adjustment
  • Added head follow height adjustment
  • Moved nameplate options to the graphic settings
  • Adjusted nameplate positioning to better match the avatars head positioning


General changes

  • Added an audio source cap for props
  • Added a function that long-range audio can be filtered even when not tagged correctly
  • Added RectMask2D to the prop whitelist with a limit of one per props and a maximum of 250 sub renderers
  • Enable finger tracking by default when using index controllers
  • Changed loading and distance avatar scale
  • Changed the player collider, so it will resize when crouching or rescaling
  • Changed the loading avatar style to a hexagon
  • Changed Player collider height to reflect the avatar size in all situations
  • Adjusted grip pressure for index controllers to reduce accidental grips (you need to adjust your custom SteamVR bindings if applicable)
    • A setting was addet to the input section to adjust the needed pressure
  • Removed alternative rescale and made the general scaling function more robust
  • Severely improved the performance of the TexturePropertyParser component


General Bugfixes

  • Fixed a bug where the mouth and grab pointer would not interact properly
  • Fixed a bug that would load you into the wrong world
  • Fixed a bug connected to some user blocks not being applied properly
  • Fixed a bug that lead to bugs regarding your own voice connection
  • Fixed a bug where avatar reloading would not reload your own avatar
  • Fixed a bug where the camera data would network the tablet instead of the lens
  • Fixed a bug where some meshes would lead to crashes when highlighting is enabled
  • Fixed a bug where prop filters where not applied properly
  • Fixed a bug where nameplates would be positioned incorrectly
  • Fixed a bug where the voice position would be positioned incorrectly
  • Fixed a bug where the blinking would get stuck when being disabled mid-blink
  • Fixed a bug where advanced avatar triggers could trigger for non-local avatars
  • Fixed a bug connected to prop audio not working
  • Fixed a bug connected to dynamic bone interactions not working properly
  • Fixed a bug that lead to camera gesture settings not working properly
  • Fixed a bug that lead to smaller avatars not being able to move properly
  • Fixed an exception when deleting props
  • Fixed some issues with avatars using old cck animations
  • Fixed multiple issues where objects could collide with the menus
  • Fixed multiple issues where some Parameter stream configuration lead to unexpected behavior


Known Issues

  • Some avatars are experiencing strange ik behavior when Knee/Elbow Trackers are used
  • The Avatar could be offset when exiting a chair in an extreme angle

ChilloutVR 2022r169p1

We have just released a new update for ChilloutVR on the stable branch.

ChilloutVR 2022r169p1


This update aims to bring voice chat changes and the client side changes for auto reconnecting


Voice Chat

  • The voice data is now distributed on a grid system to minimize the amount of data that is transferred
  • The noise suppression is now less heavy
  • Optimized the logic so fewer channels are needed in general
    Important!
    This update is required in order to properly hear each other. If you are on an older version you will be unable to hear users that are on the newer version.


Reconnection
Some people had problems with shorter disconnects that lead to them needing to rejoin the instance. We implemented an automatic reconnect feature that tries to reconnect in case of such small internet outages or peer breaks.
The client-side implementation is already working, but the reconnect will currently lead to the avatars reloading.
This will be fixed with an upcoming server software update, which will make the reconnect happen as smoothly as possible.


General Bugfixes

  • Fixed a bug that the camera would display a black image until the first image was taken
  • Fixed a bug that lead to severe log spam on props with misconfigured subsyncs

ChilloutVR 2022r169

We have just released a new update for ChilloutVR on the stable branch.


ChilloutVR 2022r169



This update aims to iron out some long-standing IK issues in preparation for the bigger IK rework and to get some of your requested features in.


IK

  • Foot offset is now kept properly after calibration (https://feedback.abinteractive.net/p/full-body-tracking-trackers-on-feet)
  • Animation will no longer have an influence on the avatar when in full-body tracking (https://feedback.abinteractive.net/p/idle-pose-animation-have-influence-on-your-full-body-tracking)
  • The avatar animator will keep running while in full body calibration
  • You can now recalibrate without the avatar reloading
  • Seated play is now automatically disabled when full body setup is detected
  • Fixed the avatar floating above the ground while in half-body tracking (https://feedback.abinteractive.net/p/avatars-float-5cm-above-floor-in-3-point-vr)


Interactions

  • You can now mark UI elements to not be interacted by index pointers by adding "[NPI]" to the GameObject name
  • Fixed a bug where disabling a chair could trap the player (https://feedback.abinteractive.net/p/disabling-chairs-locks-player)


Implementations

  • Fixed a bug where the Thumb bone would not move properly (https://feedback.abinteractive.net/p/broken-thumb)
  • Fixed an issue where animations would have an influence on finger spread while finger tracking was active
  • Fixed a bug where blinking would not be transferred over the network when using eye tracking (https://feedback.abinteractive.net/p/overrided-blinking-state-isn-t-copied-to-movement-data-from-network)
  • Haptic settings are now separated instead of an ascending list


UI

  • You can now also select players when the quick menu is open (https://feedback.abinteractive.net/p/selecting-users-w-small-menu)
  • Fixed a bug where the camera shutter would be stuck when taking a photo while loading into another world
  • Fixed a bug where hud notification icons would disappear while there were still notifications remaining
  • Fixed permanent stutter when changing menu categories
  • Fixed Issue with the stepping of the Falloff Distance slider
  • You are now able to disable certain hud notifications
  • When creating a new instance you will automatically open the details page (https://feedback.abinteractive.net/p/auto-select-newly-created-instances)
  • You can now set nameplates to only be visible when a menu is open (https://feedback.abinteractive.net/p/show-nameplates-when-small-menu-is-open)
  • added an option to display a small placeholder when an avatar is distance hidden
  • When an avatar is loading, a small loading indicator is now displayed (https://feedback.abinteractive.net/p/some-sort-of-loading-avatar-or-visual-for-remote-players-changing-avatar)


Movement

  • Fixed a bug where Holoport Locomotion could collide with the local players
  • You are now able to jump in holoport locomotion
  • Holoport speed now matches the normal player speed
  • Added an option to invert the vertical mouse direction


Video player

  • Fixed visible stutter on SetUrl
  • Fixed Issue with Video Player AudioSources not having the correct position


General Bugfixes

  • Fixed Issue with CVRParameterStream LocalWorldDownloadPercentage not outputting any value
  • Added force termination to the BundleVerifier in case it gets stuck
  • World downloads get a higher priority now

ChilloutVR 2022r168

We have just released a new update for ChilloutVR on the stable branch.


ChilloutVR 2022r168



Blocking
You are now able to block other people in-game. This feature is only available in newer instances


Vote Kick
Vote Kicks are now implemented in the game. A corresponding Server Update will be released tomorrow


Categorization
You are now able to categorize World, Friends, and Props in addition to avatars. Props will need a small API update which we will deploy tomorrow.
At the moment it can take some time for the category switch to be reflected over the details pages and the overviews


Props Detail Page
We added the Props detail page. You are able to see similar information to the avatar details page here and are able to set favorites


Voice Chat
We implemented further changes to the voice chat to further mitigate the issue of the voice cutting out after some time in bigger instances


Content downloading
We change the way content downloading is handled to mitigate the issue of content stopping to download.
Additionally, we put a debug view in the quick menu which lets you see if there are still downloads remaining and their percentage.


Safety Limits
We adjusted the rather aggressive safety settings to more reasonable limits:

  • Shader Filtering is now disabled by default
  • Shader Filtering Loop Limit is now set to 512 by default
  • Advanced Safety is now disabled by default


Bugfixes:

  • Fixed some crashes regarding RCC components on props
  • Fixed log spam connected to the CVRParticleSound component
  • Fixed an issue where the user could join in a different world while joining an instance
  • Fixed Grip origin behavior in VR
  • Fixed a bug where missing Human Bones in a rig could cause a crash
  • Fixed an issue where hitting F5 repeatedly would crash the game
  • Fixed a bug where user filters were not properly applied after refresh
  • Fixed a bug where dynamic bone components would not be properly enabled


Changes:

  • We Updated AVPro to the latest version
  • We added the command Line Argument --cohtml-debug to enable cohtmls live debug features
  • Menu tabs now automatically refresh their data on switching if it is too old
  • Rebuild our Index finger tracking support, so it interferes less with other systems
  • GraphicsSettings.lightsUseLinearIntensity is now set to true. This will allow more support for lighting setups and allow color temperature to be used on Lights
  • We changed the behavior of Avatar Distance Disable to be more performant in some cases
  • We changed how Avatar child colliders are handled while sitting in a chair