0.8.18.15786 - Locomotion grip teleport fix, Windows MR hand position fix, more
I think I finally fixed the grip teleporting issue! It was tricky to diagnose, but should be good now. Also improvements for hand position and interactions with Windows MR. A few more tweaks and changes too!
[h2]New Features:[/h2]
- Added TagFilter to GrabbableReceiverSurface (requested by @Hayden (PolyLogiX - ZyroDesign) and @Turk)
[h2]Tweaks:[/h2]
- Model exporter will now append texture type (Albedo, Normal, AO, Emissive...) to the texture file name (requested by @Business Lawyer)
- Changed the default hand offset for Windows MR controllers using new offsets calibrated by @Shifty
- Tweaked SteamVR input update sequencing, to reduce offset drifting
- Interactive Camera will now interpolate between achors by default
[h2]Bugfixes:[/h2]
- Fixed full body calibrator and dynamic bone hand colliders using the raw hand position rather than one with offset (discovered by @Shifty)
-- This makes the hand colliders positioned at actual hand for Windows MR controllers, rather than at the tip of the controller
- Fixed old character controller collision constraints from being applied when transitioning back from kinematic Model
-- This fixes random teleporting when releasing the locomotion gripping (reported by @Rukio and @Shifty)
- Fixed PBS Rim Metallic Emissive map not working correctly (reported by @Groxxy)

[h2]New Features:[/h2]
- Added TagFilter to GrabbableReceiverSurface (requested by @Hayden (PolyLogiX - ZyroDesign) and @Turk)
[h2]Tweaks:[/h2]
- Model exporter will now append texture type (Albedo, Normal, AO, Emissive...) to the texture file name (requested by @Business Lawyer)
- Changed the default hand offset for Windows MR controllers using new offsets calibrated by @Shifty
- Tweaked SteamVR input update sequencing, to reduce offset drifting
- Interactive Camera will now interpolate between achors by default
[h2]Bugfixes:[/h2]
- Fixed full body calibrator and dynamic bone hand colliders using the raw hand position rather than one with offset (discovered by @Shifty)
-- This makes the hand colliders positioned at actual hand for Windows MR controllers, rather than at the tip of the controller
- Fixed old character controller collision constraints from being applied when transitioning back from kinematic Model
-- This fixes random teleporting when releasing the locomotion gripping (reported by @Rukio and @Shifty)
- Fixed PBS Rim Metallic Emissive map not working correctly (reported by @Groxxy)






This demonstrates font fallback system. This is using one main font with two fallbacks (one for the Czech letters and one for Japanese). The system will automatically search the fallback fonts when a glyph is missing from the main one.
This demonstrates ability to select different fonts within the text using markup. The system automatically combines the different glyph metrics on a single line.
Using different alignment method for different parts of the text.



