SculptrVR

Major Update October 2019

Nathan Rowe

It's been a long while since the last major SculptrVR update, since I've been focusing on Quest launch! Well all those features are ready for PC!

Full notes below:

New stuff:

New exploration option: Thumbstick motion with rockets and rocket jumping

New tool: Stabilized Sphere Brush

Voice chat now works!

Can undo the actions of players after they are kicked or leave to prevent griefing

New layer selection eye-dropper in the layers panel

Save reminder pops up after 10 minutes without saving

Previous tool hotkey (Touch press on Vive, B/Y on Rift)

Cool Improvements:

Switch to forward rendering and MSAA for better, cheaper visuals

Faster mesh generation by 15%

Very large worlds no longer get large hiccups in mesh generation when zooming in

More efficient particle collision calculation allows 50 more particles

Added arm swing walking to the climbing tool

Miscellaneous Other improvements:

Only export visible layers

Smarter bounding boxes attach to the selected layer, and only display when your head or hands are outside the bounds

Fix a bug where placing large color spheres sometimes would leave colors behind even after undo

Prevent overwhelming the action buffer with massive smoothing/blend painting actions over the whole world

Improved quality of pasted material

Impose a limit of 320mb per player for the undo/redo stack

More stable Level-of-detail updates with reduced poping as you move around a sculpture

You can now edit your avatar within multiplayer games

Improve the quality of mini-preview sculptures

Now default each layer to "polygonal" rather than smooth

More intelligent particle spawning now tends to create larger particles

More memory efficient when exporting OBJ & FBX files

Only count visible sculptures toward your graphics detail limit

Fix a bug preventing the user from changing tools in explore mode

Optimize dotted boxes to use a single draw call instead of 13.

Instead of a busy spinner, you now get a notification informing you exactly how many actions are backed up

Switched from dedicated servers to Steam servers. This saves me money and fixed voice chat, but breaks cross-platform play.

Fix teleport to player in the players panel so thate players are guaranteed to be the same scale and orientation

Reduced computational expense of all menus and basically everything ever

Reduced draw calls in the color panel from 19 to 2.

Add LoDs for all hand meshes and a few other meshes

Split the climbglider into a climbing tool and a gliding tool

Hidden "virtual camera mode" by hitting ctrl+shift+J to enter and ctrl+shift+H to exit

no frame drops on the host/client when sending new levels over network

Fix situation where teleporter would always become invalid

Much better explore mode icon

Improve smoothing brush tooltips

Added a delete confirmation when deleting a saved sculpture

This announcement was originally published by Nathan Rowe on Steam on Oct 10, 2019.

Open the original on Steam
SculptrVR

$19.99design-illustration · indie

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