So, its been a bit, over a year in fact, since I first started development on TurnSignal, and about 9 months since it was last updated, ( I can't believe I missed the anniversary ),
But no longer will it be that long!
I've been pulling super long nights to finally get time for development, and its finally payed off!
If you're brave and willing, and want to test the latest ( and hopefully greatest ) version of TurnSignal and its newest Turn Tracking algorithm, I've published a new build, 2.4.5, under the 'Beta' branch in the beta's tab!
( You can find this by right clicking "TurnSignal" in steam, selecting properties, navigating to the BETAS tab, and selecting 'beta' from the drop-down list )
This new build may look and feel visually similar to previous ones, but I've essentially re-built the entire underlying app, piece by piece, to be a bit more efficient, straightforward, and easier to develop on,
Here's a non-exhaustive list of changes;
- Refactored app code architecture; A major overhaul to the apps underlying code and logic.
- Updated OpenVR Lib ( need to re-update it again ).
- Updated Unity Version to latest non-beta (at time of writing this).
- Brand new tracking algorithm; no longer uses Gyro input, and should mathematically be more accurate ( maybe with some feedback tweaking ), save for the niche case of doing a "stop-drop-and-roll" procedure while wearing the headset.
- Updated the location of the options file to be in user appdata folder instead of root directory.
- Made "SteamWorks Optional" function actually work, the app can now be launched outside of Steam when set.
Requires a restart to properly not-be-detected, and I still need to add a fix to disable it when launching from Steam.
- Completely rewrote OVRLay Unity Lib, ( the underlying Overlay library I wrote for TurnSignal ) to be more modular and straightforward ( this has its own github page I will update ).
... And more!
Lastly, Thank you all for the support thus far, any feedback you can give me from testing, or in general about the app, including if the tracking has improved or not, will only help make TurnSignal Better!
Thanks for reading!
PS: The reason this is a beta, and not a full release update, is that I've yet to even test it in a game, pretty much 100% of my free time lately has been working at work, then working on TurnSignal. While I've tested throwing the headset around, and spinning circles in SteamVR Home, I have no idea how it might perform in niche situations or not, so until then, its a beta!