Time to try steamrt4 builds
Zi?
zirany@zhitno.st
npub1zyzy...97je
Creator sometimes
Profile page gets badge support. I'd like to thank @Milo for the inspiration
Messed up GUIDs are funny. Everything stuck on to the host


Working on profiles opened Pandora's Box of user onboarding. I'm scared:fancyrats-infuriated:
Bunker still will be an option, not a hard requirement
Finally working on local accounts

Also - UI doesn't disintegrate in huge worlds anymore
Nice, Quest 3 full-body estimation is in!
This week was all about the FEEL™
- Asset pickers for everything with filters, search and preview
- Material slots now are true material slots, not a dirty way to make quick material swaps on the mesh (this took the longest, as I had to rework the renderer and a billion affected shaders)
- Avatar eyes are much calmer and even pick up lids on some avatars
- VRM avatars finally got their viseme and face-tracking support
- Model import panel is now a guided wizard
- Audio files, Meshes and Textures now can be processed in-game with inspector actions (custom processing can be done though wasm)
- Audio files now have their own player widget instead of re-using video player
- Dashboard and virtual keyboard are now less in-your-face
- Grabbed objects keep their orientation against you
- .cube LUT support and 3D Textures
That's most of it. Small things are still in-progress.
Have a great Weekend!


Feature teaser👀


Why there are post streaks in Ditto now?
Having fun in familiar places
map credits https://sketchfab.com/3d-models/gm-construct-77574d33f8c4448f98a09b138fa1a70f
Major improvement to my auto-LOD system. I made it work on a meshlet level. You can load infinitely complex static models without drop in performance.
Yay, it works! Will record a demo tomorrow
And will try to port bevy's "nanite at home" next
Been working on the renderer recently. Greatly improved performance on busy scenes, cutting frame time from 45ms to 8.5ms
Instanced rendering and world spagetification


Another week of overdue reworks. Already got fixed culling in VR and a couple of input bugs. I plan to convert rendering into indirect and hopefully fix DDGI
Testing particle system.
FORBIDDEN SAUCE