Howdy folks!
Well here we go, we're nearing the finish line on this, what's been our longest Update Cycle ever. Granted a good deal of that length is due to the substantive breaking changes involved, and wanting to rip the band-aid off ONCE for the modder folk, and not half a dozen smaller times. But here we are. Update 120. 1.0 H3. Nearly here. I don't really know what to say if I'm being honest. I've been writing these little blurbs for updates for over 10 years now. I honestly don't know how many folk even read them vs. just watch the devlog. I used to write a lot more, in the early days, explaining my thought process with updates. Granted it felt like the internet was much more text driven back then relative to our video soaked current.
For any of you who do indeed read these, and have over the years, I wanted to extend you a thank you as well. I know this Steam forum has always been something a bit more close to a utilitarian space, but it's still part of the community, and I've always loved checking it for messages and going back and forth with folk. My announcement posts here will end up being a bit less frequent, and no longer on a metronome once we hit 1.0.
The plan is to, instead of doing patches exactly at the same time on Fridays, to do them specifically when it makes sense to for the magnitude of the change. Ie. if there's a big problem, we'll patch it right there, if its a slow accrual of minor bug fixes, we'll probably wait to do something closer to a monthly bug fix release, along with more detailed API changelogs to help modder folk update their stuff faster, when needed. We don't plan to make use of the Alpha/Experimental branches from here-on-in unless we have to make a very scary change due to say... something changing with SteamVR or some equivalent.
Anywho, enough rambling for now. I think the longer I spend typing this the longer I can pretend this whole rhythm in my life isn't about to seismically change.
For those of your on the Experimental Branch, plz be prepared for a couple builds this coming week, in advance of the 4th, as I test some final things to make sure things don't explode when we flip over to Main Branch next Friday.
I wish y'all the best, thanks as always, for being part of the H3VR Community.
Peace,
Anton
Full Changelog - Update 120 - Experimental 23
Additions:
- [ToolBox] Added New Sosig Spawning Tool Panel
- [TNH] Added New Orthogonal Encryption
- [TNH] Added New Cascading Encryption
Changes:
- [TNH] Adjusted Polymorphic Encryption to auto-recenter, and animate smoothly
- Added new FVRObject Object Categories: NVG, Locomotion Tool, FireSource, UtilityPanel, LightSource, Tripod, RangeFinder
- Changed all FVRObjects that below conceptually to above categories from ‘Tool’ to their more specific category. This should enable folks to make parametric Object Tables that included similarly classified Mod Objects without have to manually add them by ID name
Fixed:
- [TNH] Fixed some Menu stuff
- [TNH] Fixed Polymorphic Encryption being able to ‘glitch’ into the environment and get stuck
- [TNH] Fixed spawning logic for stations that could have them sometimes double-spawn and not get cleared (i think?)
- Fixed Broken window resetting on Grillhouse At Night (finally)
- Fixed Broken metadata on 5.8x42mm API
- Did a bunch of misc. code cleanup in Return of the Rotwieners to prevent some edge case errors.
- Fixed incorrect round metadata on VP9 chamber
API Notes:
- Object Tables now have a ‘Blacklist’ array, that can be used to exclude specific FVRObjects that would normally be present
- Added New Options for HoldDefinition for defining max number of targets in limited ammo mode.
