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Zi?
zirany@zhitno.st
npub1zyzy...97je
Creator sometimes
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Zirany 12 hours ago
Dashboard rework is coming. I already got some feedback that it needs to be customizable, so that's the goal to pursue
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Zirany yesterday
Speaking of stuff that I'm working on - new context menus
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Zirany 3 days ago
I'm back from the con and now working on the new context menu
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Zirany 1 week ago
Whoa! #Concord calls are working. Channels and DMs:fancyrats-cheerful:
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Zirany 1 week ago
After two busy weeks - a new big update! 1) Shaders and Material Authoring - Poiyomi Toon 10.0 ported! - Shader Locking and Thry parameter convention support - Multi-pass shader authoring in the in-game editor - Builtin Triplanar Shader - Long awaited color picker 2) Audio and Media - AudioLink! - Global Reactive Audio Texture - audiolink.glsl to add support for your Shaders - Added Loom nodes and wasm host functions for reading AudioLink frequency bands and amplitude values 3) Media and Video Improvements - Added user-configurable buffer budgets and browser cookie profile loading for yt-dlp web video streams 4) Avatars, IK and Tracking - I'm very happy with what has been added - Verge Blender extension (set up or your avatars and worlds!) - Stream poses and animation scrubbing directly from Blender, automatically synced across all network players in the room - Added the BoneConstraints graph node, serializing twist/roll limits and helper bone behaviors directly into the avatar - Twist bones on avatars should automatically work now 5) Full-Body Tracking - Calibration Clone for adjusting tracker offsets - Calibration edits are now undoable 6) World Building - Terrain and Scatter tools, loom/wasm bindings for them! - Added world checkpoints to revert your happy little accidents (or keep them) - Automatic CAS garbage collection - Blockout kit: procedural volume primitives with direct face drag handles - work nice with triplanar materials - Added Curve and CurveMesh components. And also loom/wasm api for them - Tube/line brush based on the curves - Sketch Tool: Draw closed 2D outlines directly onto surfaces and pull them into 3D solid geometry - 3D Text - Atmosphere zones - Dynamic Day Cycle with sky presets - Behavior shelf presets (loom prefabs for common interactions) - Added Create-menu primitive library, X/Y/Z mirror operations, Drop to Floor, Surface Placement, interactive measurement tape, reference figure, overlay snap grid, and Session History undo/redo log 7) Graphics and Rendering - Skinned meshes now participating in DDGI - Improved rendering performance when loading large assets 8) Small stuff - Toggleable Borderless fullscreen mode - SteamVR overlay doesn't freeze the view. This was my mistake in handling session state. - VR controller triggers now serve as primary tool buttons (I invite you to propose a better control scheme, please) - Multi-mesh fingertip collision clamping fix for touch typing on virual keyboard - Small fixes for local/world transform conversions - World portals image
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Zirany 2 weeks ago
My computer now is a glorious monstrosity with a huge PSU nesting on top, because it doesn't fit the SFF tower. At least it is stable now and I continue the work on Verge
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Zirany 2 weeks ago
Sorry for the silence. My PSU has died. Tomorrow will hunt for a replacement. Good news that I had time to extend shader editor for creation of multi-pass effects. And even add some semblance of locking based on Vulkan specialisation constants
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Zirany 2 weeks ago
Maybe I'll even be able to fix arm twist, but no guarantees. I'm bad at kinesiology😅
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Zirany 2 weeks ago
This was a very good week for the game. Will record some demos tomorrow!
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Zirany 3 weeks ago
Creative pass ongoing (ITS HUGE). And some Nvidia fixes. Apparently it handles ray queries a bit different. Windows build pipeline is up and proved to be stable.
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Zirany 3 weeks ago
I think there's something wrong with my game :fancyrats-infuriated: image
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Zirany 3 weeks ago
Thanks to the early feedback - I added a calibration clone to make it easier to adjust tracker offsets
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Zirany 3 weeks ago
Finally. The build pipeline is complete. Got windows version working and a somewhat good feature-parity level. Monado is just a superior OpenXR runtime to SteamVR, I'm sorry
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Zirany 3 weeks ago
Oh, so much is broken on windows. And I hoped it would be just codecs work
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Zirany 3 weeks ago
It's so cursed, but very fun to develop a game on Linux to build it in Windows VM and then test it back on Linux with Proton
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Zirany 3 weeks ago
Windows build is happening
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Zirany 3 weeks ago
Building distributable software for Linux is hard. It helped to catch a bunch of bugs though, it's very good!
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Zirany 3 weeks ago
Someone from the Resonite team just nuked a world without any prior discussions with author
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Zirany 3 weeks ago
Time to try steamrt4 builds
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