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  3. 2020.8.7.1059 - Physical Fly locomotion, physics events fix, more tweaks & fixes

2020.8.7.1059 - Physical Fly locomotion, physics events fix, more tweaks & fixes

Some more internal progress on the new World UI and lots of various bugfixes, tweaks and additions as usual!

There's now a new default physical fly locomotion! You can fly around while still colliding with environment and being able to climb. New worlds will automatically have it and you can easily upgrade your old ones using the character collider tool. The old fly has now been renamed to "Noclip" to make it more clear what it does and what is it used for.

I spent some time working on things needed for the upcomign Metamovie Festival in Venice too. Unfortunatelly it's not something that'd be general that you could use due to time constraints, but this festival should be big for Neos!

There are some UIX/Button bugfixes as well, including a bugfix for brief collision end event when jumping or otherwise reseting the character controller contacts, which should get rid of being briefly deparented or things flickering for a frame when using triggers!

[h2]New Features:[/h2]
- Added physical "Fly" locomotion preset, which behaves similarly to fly, but detects collisions and allows grabbing (based on feedback of many people in the past)
-- This is now default part of new worlds (along with the old fly)
-- You can upgrade your existing worlds with this locomotion by using the CharacterColliderSetterTip tool, using the "Ensure Physical Fly" option
-- The original fly has been renamed to "Noclip" (icon created by @Coffee | Programmer)
- Added mechanism so physical locomotion module can change the default icon and color based on the preset
- The Zero-G locomotion preset now also has a custom icon to help differentiate it
- Added ÷dT (divide by delta time) node (requested by @H3BO3)
- Added an event system to efficiently detect when a world with particular session ID or world ID is opened or closed locally (this is currently mostly internal, required for the new World UI)
- Added "Trim Vertex Bone Weights to: 1/2/3/4 bones" to the StaticMesh, which allows trimming number of bone weights on vertices to a specific number of bones (based on issue by @DFliyerz)
- Added "Model" to the TouchController node, to help distinguish the Touch controller model (CV1 vs Quest/RiftS) (based on feedback by @Earthmark)
- Added systems in preparation for the Metamovie Venice Festival event (based on request from @Karel | CEO and @jasonmo)

[h2]Tweaks:[/h2]
- Host sending an invite to user will now allow the invited user to bypass the session Max User limit (suggested by @Shifty | Quality Control Lead)
- Changed default CTAA parameters to Temporal Edge Power 4.0, Sharpness Disabled and Adaptive Sharpness 0.2 (based on testing from @Shifty | Quality Control Lead)
-- You still need to pass -CTAA to use this algorithm. Give it a test and let me know how this works.
- Added separate "Failed" asset load state when the asset fails to load, rather than "FullyLoaded" to help differentiate between the two
-- This fixes some cases where solid white texture shows up instead of the dark checkerboard for improperly loaded asset
- Neos Initialization will now show which platform interface is being initialized at the moment
- You can now also activate Viveport support by placing "viveport" empty file next to Neos.exe

[h2]Bugfixes:[/h2]
- Fixed tab character being inserted twice when the "Tab" button is pressed on the virtual keyboard (reported by @Shifty | Quality Control Lead)
- Fixed in-game cameras not working when CTAA antialiasing is enabled (reported by @Hayden (PolyLogiX - ZyroDesign) and @G59[JP])
- Fixed Text rendering breaking when none of the provided fonts contains a space glyph (note that tab characters will use unit spacing, so it might not match the font you're using) (based on report by @jeana)
- Fixed a bug in the physics engine where CharacterController jumping would clear all contact pairs without distinguishing the type of the collider
-- This fixes Collision End event being sent from a collider when the player jumps, even if they're still fully in the volume of the collider (reported by @Rue Shejn | Artist 3D)
-- This can also potentially fix players getting randomly briefly deparented from vehicles using CharacterParenter (previously reported by @DeliriousJax, @GearBell and others)
- Fixed ButtonEvents node not unregistering events when deleted, causing the registered buttons to break and also potential memory/source leaks (based on reports by @Earthmark, @SmolCookie and @Shifty | Quality Control Lead)
- Fixed world crash due to not being able to find a free user allocation ID when the max user limit has been lowered and new user joins