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Hello everyone! I got another build for you. This is mostly bugfixes and merging some things in, since my main focus right now is on the new particle system as part of the performance updates.
This should fixup a few of the issues, some of the recent ones that cropped with the SteamLink update, but there's still more to do.
There's a few goodies too that stem from the particle system work - 4D Simplex Noise!
This also fixes all the procedural textures handling their color inputs incorrectly - ignoring the color profile of those. In most cases you probably wouldn't encounter the problem if the color and the texture are the same color profile. However if this fix results in some of your procedural textures looking incorrect, please make a GitHub issue with report and we'll sort out system to fix those up!
[h2]New Features:[/h2]
- Added "Spawn Visualizer" to procedural 3D textures in the inspector to allow easily visualizing them
- Add SimplexTexture3D procedural texture
-- This generates a procedural 3D texture with simplex noise
-- You can control the offset/scale of the noise and the two colors it interpolates between
-- You can also switch it to use 4D SimplexNoise algorithm, with a WOffset - this lets you evolve the noise "in time"
- Added Simplex 4D node overload
-- This samples a 4D simplex noise function using a float4 coordinate
- Add ExcludeHeadless to Boolean/NumericUserOverrideGather (requested by @3x1t_5tyl3, issue #3132)
[h2]Optimizations:[/h2]
- Hoisted color profile conversions in several procedural textures out of per-pixel operations to only happen once
-- This should slightly speed up the procedural texture generation, especially for textures with heavy color interpolation math
- Remove unnecessary color profile overhead when generating UVTexture pixels
[h2]Locale:[/h2]
- Merged English locale names for the tools by @rueshejn
- Merged Korean locale update by @mirpasec
- Merged Polish locale update by @foxobread, @torrndraws
- Merged Japanese locale update by @.aesc
- Merged Chinese locale update by modimobeikete
- Merged French locale update by @j4.lc
- Merged German locale update by @muppeq
[h2]Removals:[/h2]
- Remove ExternalCameraSeparationPoint component
-- This is no longer used by any systems and was obsolete
[h2]Fixes:[/h2]
- Fix ResonitePackages getting corrupted when overwritten (reported by @989onan, @dustysprinkles, @karasutengu, @epiceaston197, issue #3109)
- Fix SimplexTexture ignoring the color profile on Background/Foreground inputs instead of converting them to the color profile of the texture
- Fix SolidColorTexture ignoring the color profile of its input
- Fix StringQRCodeTexture ignoring color profile on Color0 and Color1 inputs
- Fix GridTexture ignoring the color profile of BackgroundColor &
- Fix NoiseTexture ignoring the color profile of MonochromeMin/Max inputs
- Fix AudioWaveformTexture ignoring color profile of Background/ForegroundColor inputs
- Fix GradientStripTexture ignoring the color profile on the gradient inputs
- Fix logs getting spammed with "Error running discord callbacks: NotRunning" (reported by @nytra, issue #1522, fixed by @probableprime)
- Fix SteamLink face tracking not initializing after recent update (reported by @modernballoonie, @zahndy, issue #3067)
-- This would happen if you at any point switched to hand tracking on your Quest headset before launching Resonite
-- Please note that in order to fix this, SteamLink OSC face tracking is now initialized for any Oculus headset, even when not running over SteamLink. This is due to SteamLink changing the headset identification from SteamLink to Quest 2 (even if Quest 2 isn't used) after hand tracking activation. We're not currently aware of another way to reliably detect SteamLink use
- Fix Black Body Color node returning colors in the wrong color space (reported by @pjb, issue #1402, fixed by @bluecyro)
- Fix TimeSpanFromX causing crash when being fed NaN values (reported by @mpmxyz, issue #3081)