Release Notes: 0.7.14.11568

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New update 0.7.14.11568!

New Features:

- You can now save your current avatar directly to inventory without equipping another (use new button next to the + symbol)

- Added MeshVisibilityToggle Tooltip for quickly hiding/showing meshes on objects

- Added "Update locomotion modules on present users" to CommonAavatarBuilder. This will take the current locomotion module template and update all currently spawned users with it. This is so you can tweak their settings (or add new ones) in world and quickly update everyone with the new ones

- Added preset buttons for PhysicalLocomotion module in the inspector

- Added "Ensure Zero-G locomotion" to the CharacterColliderSetter Tooltip to easily add Zero-G locomotion

- Added GripOnHold option to PhysicalLocomotion, which lets you grip by holding, rather than just on press (only if another grip isn't active though)

- Switching a PhysicalLocomotion module will now preserve your velocity

- Added LocomotionGrip component, which lets you mark which colliders/objects can be gripped with the physical locomotion (disabling this component will disable the grippability as well)

- PhysicalLocomotion now supports grip rotation. There are two independent settings for rotation from hand (twisting/rotating your hand relative to the gripped object) and rotation from the object (rotational motion of the gripped object), letting you disable them, rotate only around vertical or allow arbitrary rotation

- New LogiX Nodes (under Input/Controls):

-- KeyPressed, KeyHeld, KeyReleased (for keyboard)

-- Left/Right/Middle mouse button Pressed/Held/Released

-- MouseScrollWheelDelta

-- MousePosition

-- MouseMovementDelta

-- EnumInput<E> (spawned for appropriate type by LogiX tip, using the input shortcut)

- Added auto-displays and inputs for bool2, bool3, bool4, double, double2, double3 and double4

Tweaks:

- PhysicalLocomotion gripping and GrabWorld now use the grab sphere position for the grip center point

- ComponentClone Tooltip will now flash highlight the object it placed the component on

- Reorganized locomotion components into their own category under "Locomotion"

- Destroying or deactivating current grippable object will release the grip

- Added default deadzone to the physical locomotion module (it was left as 0 by accident)

- Added minimum deadzone to physical locmotion module for jumping (so you can jump even if deadzone is set to zero)

- Tweaked the default character controller height and radius

Bugfixes:

- LocomotionController won't send deactivation messages to destroyed module

- Fixed jump not working with Knuckles controllers in physical locomotion

- Some other small fixes