I got another QoL build for you! The main bulk of work I spend on is still on the IK, but there's a bunch of improvements and additions from me, the team and the community!
SMAA anti-aliasing should now work in VR thanks to @scrongbongle! If you have avoided using it before, might be worth another try! There's also small optimization for the renderer thanks to @gyztormizirath, which might boost the performance a bit in VR.
You can also visualize bone weights right in game thanks to a new procedural mesh! And there's new cool interpolation modes for Sliders & Joints, as well as unclamped Slerp thanks to @ryuvi! The cloud metrics has gotten some more improvements from @probableprime
And a bunch more!
New Features:
- AssetMetadata now captures renderer name-- This is particularly useful for in-game photos, especially when taken with alternatvie renderers
- Added SnapInterpolationCurve enum to Sliders and Joints. (requested by @ryuvi, @baxterottoman, issue #5087, implemented by @ryuvi)
-- This enum allows you to adjust how the slider or joint tweens to a snapped position when SnapOnRelease is enabled
-- The default value for the enum is Sine to preserve previous behavior
- Added SlerpUnclamped ProtoFlux nodes (for floatQ & doubleQ) (implemented by @ryuvi)
-- These nodes can be found in Math/Interpolation.
-- Similar to LerpUnclamped, these nodes allow for interpolation values outside of the 0 to 1 range, which will extrapolate the interpolation
- SMAA antialiasing now works in VR and has been update to use higher quality (contributed by @scrongbongle, PR #37 and #36)
-- Post Processing stack has also been updated to latest compatible version
- Added BoneWeightDiagnosticMesh which will generate a variant of input mesh with vertex colors visualizing the weights of give bone (based on request by @_.____.__.____._. , issue #6700)
-- You'll need to use material that can visualize vertex colors to view the debug information
Optimizations:
- Overlay camera is now disabled while in VR to potentially improve performance (contributed by @gyztormizirath, PR #11)Tweaks:
- Updated .NET libraries to latestFixes:
- Fixed setting pronouns breaking for users whose profile was never initialized (based on report by Ilovetoocode, issue #6683)- Fix vertex color profile breaknig when processing or baking meshes
- Fixed Swap R <----> G not swapping colors properly (reported by @raidriar796, @ohzee, @yoshiyoshiyoshiyoshiyoshyoshyosh, @catboy.slim, issue #5790)
- Fixed ValueGraphRecorder having an artifact due to off by one error (reported by @zyro1331, issue #5812, @jackthefoxotter, issue #1961)
- Fixed maximum number of users being 256 instead of 255 due to last ID being reserved for local data model (reported by @art0007i, issue #5637)
- Fixed meshes with bones & blendshapes that are repeatedly copied not clearing data properly
- Fixed procedural skinned meshes not updating properly
- When Touch controller skeleton data is not available, the tracking will fallback to bound hand (contributed by @frick_no96, PR #32)
- Fixed Drag & Drop not working on Linux in some cases (reported by @art0007i, issue #6711, fix contributed by @art0007i, PR #38)
This is a companion discussion topic for the original entry at https://steamcommunity.com/games/2519830/announcements/detail/690885979774387700

