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Neos VR update for October 26, 2019

0.8.17.5250 - Automatic avatar eye setup, empty blendshape stripping and more

View all patches · Build 4326478 · Last edited October 26, 2019 – 01:15:04 UTC by Wendy

Patchnotes via Steam Community

Automatic avatar eye setup, empty blendshape stripping and many optimizations, tweaks and bugfixes!

New Features:

  • Avatar Creator now automatically setups eyes and blinking for full body avatars using heuristics!
    -- Requires eye bones with "eye" in their name
    -- For blinking, both uniform (both eyes) and individual (left/right) blendshapes are automatically setup
    -- Blinking blendshapes need to have "blink", "eye"+"close" or "wink" in their name (preference in this order)
    -- For determining left/right they need to have "left"/"right" or "L"/"R" isolated by spaces, symbols or capitalization from other parts of the name
  • Added "Strip Empty Blendshapes" to Static Mesh and Skinned Mesh Renderer
    -- This removes any blendshapes that have virtually no effect on the mesh. This reduces CPU, memory and size/bandwidth waste
    -- Use version on Skinned Mesh Renderer to optimize existing avatars, it preserves any relationships (e.g. LogiX) for existing blendshapes
    -- This processing is now automatically applied at import, so you don't have to worry for any newly imported avatars
  • BipedRig now auto-detects eyes
    -- This allows you to fetch the eye bones/slots with LogiX
    -- Existing rigs are auto-rescanned and assigned

Tweaks:

  • The "Leave" button on Neos Dash now asks for confirmation (based on feedback by @Shifty )
  • Added "ExcludeDisabled" option to DynamicImpulseTrigger and DynamicImpulseTriggerWithValue<T> which will ignore any disabled recievers
  • ValueUserOverride and ReferenceUserOverride now propagate written values/references immediatelly, rather than in the next change cycle (based on feedback from @Coffee)
  • UserInterfacePositioner now remembers the target user (based on feedback by @Veer )
  • SimpleAvatarProtection is now applied to all skinned meshes in addition to the avatar root when creating new avatar
  • Increased size of the Session dialog (this fixes hidden "Edit Mode" toggle reported by @Shifty )
  • Added "Diagnostic: Generate Bitmap Metadata" to StaticTexture2DProvider
  • Upgraded to unity 2019.2.10 (from 2019.2.9)

Optimizations:

  • Added more caching to the cloud API, which decreases server load and improves cloud service responsiveness, especially under load
  • Optimized iterating over slot children for various component and child object lookups
  • Optimized UserInterfacePositioner to reduce network bandwidth
  • Optimized record lookups to do more work on background threads
  • Optimized record syncing to do more work on background threads
  • World Orbs now fetch latest information when they're first touched, rather than startup. This should significantly improve resposiveness when loading into a world with many world orbs and reduces server load

Bugfixes:

  • Fixed crash when encoding RefId values (discovered in log from @Jazneo )
  • Fixed not being able to set camera anchor interpolation speed to lower than 0.01 (found by @Theofilus the Folf )
  • Fixed dynamic bone chain getting corrupt and frozen when the object scale is zero during initialization (reported by @GearBell )
  • Fixed root slot fields being driveable
  • Made changing root slot position, rotation and scale into a hard error. This avoids incorrectly placed/setup components from repeatedly updating it, outputing lots of warnings into the log and hurting performance
  • Fixed potential over-reads from resampled audio sources, causing audio glitches (+ added more diagnostic information)
  • More fixes to incorrect thumbnail uploading logic, resulting in repeated attempts to upload a thumbnail
  • Fixed exceptions when switching procedural textures to format with no support for pixel writing
  • Tweaked world focusing task, to fix issue where FocusWorld node with closing the current one doesn't actually focus the target world
  • Fixed caching of records not storing the last cached time for already up to date local records
  • Fixed PBR texture mapping errors during model import when both metallic and roughness are not present
  • Fixed exception when constructing bone hierarchy for rigs with missing bones
  • Added auto-repair for broken Rig components, with all bones set to null

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By xPaw and Marlamin
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