Sorry for no builds in last few days, I was taking a bit of a break as I was going crazy from the UI update. I'm designing the facet system now, first pieces should start coming soon. In the meanwhile here's a whole bunch of goodies from the backlog!
There's new way to enable/disable lasers, will change it into a facet later and tweak, hopefully it helps a bit in the meanwhile. A whole bunch of tweaks and fixes for avatar anchors, the new normal map compression, laser and other stuff.
Also this build introduces experimental support for Azure Kinect full body tracking (it tracks everything, feet, knees, hips, chest, elbows, so it's like having 8 tracker setup currently)! Note that viability of this isn't proven yet, so don't go buying the device yet! It's very heavy on the GPU and you might need two for stable tracking, we'll see more.
[h2]New Features:[/h2]
- Extended Neos' general tracking input system to support multiple tracking spaces that can be aligned to the "root" VR tracking space
- Added experimental native support for Azure Kinect full body tracking (requested by @Reactant)
-- IMPORTANT: This is not fully tested for viability for realtime VR tracking yet. It requires significant GPU processing power (requiring a second GPU to run smoothly) and has potential high latency issues.
-- You can configure the Depth Mode, Tracking FPS, Temporal Smoothing and GPU used for calculations using the AzureKinectConfig.json file next to Neos.exe
- Reworked Neos initialization routine to run asynchronously on a separate thread
-- This allows for rendering frames during the initialization phase and providing info about the current stage
-- This also helps in cases of the database needing repair and causing long startup, making users shut down Neos before the repair is finished (previously reported by @SHFR_H)
- Added Laser Enabled/Disabled option to the context menu to allow temporarily disabling the laser (unless context menu or private UI is intereacted with) (based on feedback by @DeliriousJax, @ProbablePrime, @Shifty | Quality Control Lead, @Hayden (PolyLogiX - ZyroDesign), @GearBell and others)
-- I'm putting this option here temporarily. This should help with some usecases, later will be moved to a facet
-- I'm also thinking of other mechanisms to cover other scenarios (e.g. forcing the lasers off for a certain user)
-- Also currently it's independent for each hand, let me know if this is good or not, I can make it shared for both hands
- Added new default Locomotion Module icons (created by @Coffee | Programmer)
- Added "Solid Color Texture" procedural texture
- Added "PreserveUpOnExit" to AvatarAnchor, which will align the user with the upwards axis when they exit the avatar anchor (requested by @H3BO3)
[h2]Tweaks:[/h2]
- AvatarAnchorTouchTrigger will now use the context menu to confirm enter/exit when clicked (similarly to avatars), to give users better feedback and prevent accidental entering
- Compressed normal maps will now show in their decoded form in the inspector and when pulled out from the inspector, rather than in their red-looking raw form
-- Note that this is just material configuration, the underlying texture is still red-looking and will show as such in certain places. This is normal. (pun intended again). However if some material inspectors don't show it correctly, let me know.
- Tweaked fog volume material default render queue (2540) to fix most cases of the fog rendering through certain materials (Unlit, Reflection and so on)
- Added "UseUserSpaceForDistance" property to TipTouchSource. This will make the distance units be relative to the user's space, rather than the slot the TipTouch source is on
-- This is set on by default, fixing unreliable physical touch on variety of avatars (reported by @Lewi-bean | Audio Designer, sample avatar provided by @Shifty | Quality Control Lead )
- Added cleanup to asset provider reference tracking on disposal, fixing another potential source of memory leaks
- Added "OnReset" impulse passthrough to ElapsedTime node (requested by @H3BO3)
- Renamed "PreserveUp" on AvatarAnchor to "PreserveUpOnEnter" (existing instances are auto-upgraded)
- Recategorized TextEditor components under Common UI/Editors
- Clicking email verification link will now show that the email has been verified rather than "Invalid Verification Token" if the account has already been verified (to avoid confusion due to multiple clicks) (based on recent issue by @Shammy and several other users in the past)
- Lost Password request will now show an error message when an incorrect email is typed
[h2]Bugfixes:[/h2]
- Fixed missing transparent variants of the PBS Slice shaders (reported by @Shifty | Quality Control Lead)
- Fixed "You don't have permission to equip this." not appearing when trying to equip a tooltip from the item shelf (reported by @Turk)
- Fixed Constant Slerp being incorrectly overloaded as Constant Lerp
- Fixed Constant Slerp not working correctly and getting stuck (reported by @H3BO3)
- ValueCopy with WriteBack enabled will now immediatelly update the driven field when it's changed, avoiding the modifying source reading back the old value immediatelly after it's modified
-- This fixes odd cursor behavior with TextEditor in combination with ValueCopy (reported by @Anomalous) and potentially other similar odd behaviors
- Fixed user scaling themselves when grip-equipping a tool while gripping with the other hand (based on report by @Turk)
- Fixed the new physical touch system not providing haptic feedback (reported by @H3BO3)
- Fixed incorrect scaled normal decoding on PBS Color Splat materials (reported by @Enverex)
