Beta Release 18


#1

Beta Release 18 includes up to Developer Release 5240.

Of note in this release is the addition of a “kick” feature, in case you’d like to boot someone out of your domain. We’ve also added group functionality to the domain server.

Full release notes are as follows:

  • Fix depth state caching / resetting
  • Better allocation of CPU time while loading scenes and when slow scripts are running
  • Asset browser ui: Add dynamic and collision shape selection to add to world flow from asset browser.
  • Deferred batches: Part 1 of a project to migrate backend rendering execution off the main thread. This will cause all batches to be generated for a frame, and once the frame is complete, cause all the batches to be executed, rather than doing a per-batch build/execute
  • Tuned haptic pulses for grab, release, equip, de-quip on the Vive
  • Fix alpha cut-outs and incorrect gamma on web overlays and entities
  • Fixes a bug in Assets.getMapping where it wasn’t providing the hash value back to the QML callback.
  • Groups: Permissions can be granted or revoked based on users’ memberships in groups within the Domain Server security section.
  • Add OverlayWebWindow resized, moved, and closed signals
  • New Progress.js capability that corrects displays scene loading
  • Add the ability to kick (via mod.js)
  • Add IP based permissions to domain-server settings
  • Allow the ability to grant other users kick permissions.
  • If the oculus HMD isn’t on someone’s head, don’t take input from the controllers
  • Bug fix for avatar debug marker rendering.
  • Tweak Teleport + Hand Lasers
  • Added dead zones to Hydra and Oculus Touch joysticks
  • Implement codec renegotiation in client
  • Fix remote triggering handControllerGrab
  • Fix bug which caused getValue for a non-existent key to return the integer 2
  • Fix some group-related code to handle CamelCase usernames
  • Close file browser dialog immediately after selecting asset to upload
  • Use default avatar when avatar-url is bogus
  • Fix parsing of embedded entity scripts
  • Avoid DS heartbeats with non-metaverse domain ID
  • Adjust some values so that it’s easier to unequip something by pulling it away from the hand

#2

If the oculus HMD isn’t on someone’s head, don’t take input from the controllers

Is this also for the HTC vive HMD ? Because it bites me many times.

Added dead zones to Hydra and Oculus Touch joysticks

Does the xbox one controller have deadzones now to ?

Add:
Another things. this version seems to have a protocol change.
So newer interface.exe versions cannot connect to older sandboxes.


#3

looks like the servers haven’t been updated ? I’m on sandbox now


#4

Get the same in sandbox. SO the run behind with servers.


#5

@Richardus.Raymaker @MichelleLeckrone please try again.


#6

Everything seems all good now @leo


#7

Yes it works now fine. except the sandbox looks really like a sandbox :grinning:


#8

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