Dashboard rework is coming. I already got some feedback that it needs to be customizable, so that's the goal to pursue
Zi?
zirany@zhitno.st
npub1zyzy...97je
Creator sometimes
Speaking of stuff that I'm working on - new context menus
I'm back from the con and now working on the new context menu
Whoa! #Concord calls are working. Channels and DMs:fancyrats-cheerful:
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


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
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
LMAO


Maybe I'll even be able to fix arm twist, but no guarantees. I'm bad at kinesiology😅
This was a very good week for the game. Will record some demos tomorrow!
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.
I think there's something wrong with my game :fancyrats-infuriated:


Thanks to the early feedback - I added a calibration clone to make it easier to adjust tracker offsets
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
Oh, so much is broken on windows. And I hoped it would be just codecs work
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
Windows build is happening
Building distributable software for Linux is hard. It helped to catch a bunch of bugs though, it's very good!
Someone from the Resonite team just nuked a world without any prior discussions with author
Time to try steamrt4 builds