2020.5.10.1362 - Better quality normal map compression (DXTnm), tweaks, bugfixes
Another smallish build, but some important changes. We're now switching to BC3nm texture variant for normal maps, offering significantly higher normal map quality! Some normal maps might still be using the old one and need to be computed - you can check if they look like typical blue-ish ones (old) or new red-ish ones.
Also some more bugfixes for new laser system and other tweaks.
[h2]New Features:[/h2]
- Recompiled all shaders with normal map unpacking support and switched to BC3nm as the compression texture variant for normal maps in Neos (requested by @H3BO3 and @Enverex)
-- This provides significantly higher compressed normal map quality, by compressing each channel individually and reconstructing the third one on the fly in the shader
-- Note: The actual look of normal maps compressed with this method will change, they will be mostly red and transparent. This is normal! (pun intended)
- Added -ForceSRAnipal commandline argument, which forces the SR Anipal SDK to initialize for HTC eye and lip tracking, even if Vive Pro Eye is not present (requested by @Elektrospy)
- Reimplemented world overwrite functionality with the new context menu - simply hold a world orb and click on another world orb (that you can write permissions for) and it will offer overwrite option (requested by @Nexulan)
[h2]Tweaks:[/h2]
- Tweaked developer tooltip so it always prefers developer/building UI's, avoiding the laser from going through them
- Tweaked laser preferred hit search, to prefer touchable hits if they're within the initial collider penetration distance
-- This should make it easier to interact with UI's and buttons when using developer tooltip
-- This should also fix the pin button not being pressable with LogiX tip equipped (reported by @orange, @H3BO3 and @Shifty | Quality Control Lead)
[h2]Bugfixes:[/h2]
- Fixed missing steam_api.dll from the headless, making the Steam Networking Sockets not work with headless server (reported by @Shifty | Quality Control Lead)

Also some more bugfixes for new laser system and other tweaks.
[h2]New Features:[/h2]
- Recompiled all shaders with normal map unpacking support and switched to BC3nm as the compression texture variant for normal maps in Neos (requested by @H3BO3 and @Enverex)
-- This provides significantly higher compressed normal map quality, by compressing each channel individually and reconstructing the third one on the fly in the shader
-- Note: The actual look of normal maps compressed with this method will change, they will be mostly red and transparent. This is normal! (pun intended)
- Added -ForceSRAnipal commandline argument, which forces the SR Anipal SDK to initialize for HTC eye and lip tracking, even if Vive Pro Eye is not present (requested by @Elektrospy)
- Reimplemented world overwrite functionality with the new context menu - simply hold a world orb and click on another world orb (that you can write permissions for) and it will offer overwrite option (requested by @Nexulan)
[h2]Tweaks:[/h2]
- Tweaked developer tooltip so it always prefers developer/building UI's, avoiding the laser from going through them
- Tweaked laser preferred hit search, to prefer touchable hits if they're within the initial collider penetration distance
-- This should make it easier to interact with UI's and buttons when using developer tooltip
-- This should also fix the pin button not being pressable with LogiX tip equipped (reported by @orange, @H3BO3 and @Shifty | Quality Control Lead)
[h2]Bugfixes:[/h2]
- Fixed missing steam_api.dll from the headless, making the Steam Networking Sockets not work with headless server (reported by @Shifty | Quality Control Lead)


