[b]Networking / Multi-user[/b]
[img]{STEAM_CLAN_IMAGE}/34332919/ab67003929aae6ae456d8423d7098cec9471773c.png[/img]
[list]
[*]Support for hosting and joining multi-user network sessions for cooperative scene building.
[*]Any user can host a session and get a simple 4-digit server code to share with friends.
[*]Other users can enter the code to join the session as a client. Each user is assigned a random color when they enter the session.
[*]Voice chat is supported for network sessions.
[*]The physics simulation is run independently for each user, however dynamic objects are synced to the host's state when they sleep.
[/list]
[img]{STEAM_CLAN_IMAGE}/34332919/9074e7b65b37df0ffcefd2b4dcc03c6d49f77c4d.png[/img]
[b]New joint system: Arm Joints[/b]
[img]{STEAM_CLAN_IMAGE}/34332919/637e8104e5c8c0e4cd47c0c668c125b997a24604.png[/img]
[list]
[*]Arm joints are ideal for chains of joints comprised of hinges or sliding joints.
[*]Arm joints can be hierarchies, but loops are not supported.
[*]New arm joint tool to create and modify joint chains. Arm joints can be re-linked to other joint chains.
[*]Pose mode disables joints and allows positioning them to define the rest pose.
[*]Arm joint specific snap assists with joint layout.
[*]Arm joints can be dynamic or target specific joint values. A motor mode allows moving joints at a specific speed.
[*]Arm joints support friction (and tension in motor mode)
[/list]
[b]Physics[/b]
[img]{STEAM_CLAN_IMAGE}/34332919/bd8c4c55c3181d3096c5e7102f4e0a903831bc1b.png[/img]
[list]
[*]Physics tool now indicates when a group of objects have mixed mass settings. Objects can be set to different mass densities and grouped.
[*]New system to calculate inertia, mass, and center of mass supports rigid bodies with mixed densities.
Improvements to the Physics tool's touch finger to make it work better with objects of different mass and scale.
[*]Minor improvement to the way friction is handled.
[*]Reverted the solver back to Projected Gauss-Seidel (PGS) instead of Temporal Gauss-Seidel (TGS). TGS is better in many cases, but is also rigid in a way that can be unstable. The new arm joint system provides tighter joints and so TGS is less necessary.
[/list]
[b]New Object locking system[/b]
[img]{STEAM_CLAN_IMAGE}/34332919/6dc62e2346d48c9027fc7ac42e08003ce79ea544.png[/img]
[list]
[*]Visibility tool now has modes to lock and unlock objects.
[*]A locked object is visible, but can not be selected with tools and generally is not modifiable.
[*]Locked objects still interact with the physics simulation and animation.
[*]A group can contain both locked and unlocked objects. The group can only be gripped via unlocked objects and any locked objects in the group will move with it.
[*]The visibility tool shows the number of locked and hidden objects in its tool tip when resting a finger on one of the touchpad buttons.
[*]Both locking and visibility are now saved in the scene file.
[/list]
[b]Wire socket workflow improvements[/b]
[list]
[*]Nearby sockets are now see-through behind geometry making them easier to select.
[*]Sockets are also given selection priority
[/list]