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A small main build before my travels - adding the MMC25 badges! Congrats to everyone for participating! :D It's compatible with the previous main build, so you don't need to update right away - but badges won't show unless the host updates!
Hello everyone! I got a smallish build for you, this is mostly maintenance and polishing a few more things and merging in some work by other engineers, as my main focus is on Awwdio right now. There's a new mode for the gradient sky material! And cylinder crop for the Gaussian Splat tool + a bunch of bugfixes and tweaks for it. A bunch of other fixes too, like the context menu color fixes that @probableprime did, fix for the yt-dlp cookies from browser not working properly and some other improvements.
A quick hotfix for The Truth. Compatible with previous build, but not updating will allow for falsehoods to spread!
Hello everyone! I got a very exciting build for you today, with a number of revolutionary features, tweaks and bugfixes, which will elevate Resonite to the next level of social VR platforms! Many people say that Resonite is really hard to get into, so we said to ourselves... what if we made it even harder to use? If you feel up to the challenge, there's a new difficulty setting, allowing you to go from Normal to Hard! How long can you last? We also get a number of complaints about low performance, so we added a toggle that literally doubles your FPS number! It's that easy, I don't know why we were spending all this time on performance update. But if you still lag anyways, we made sure that it actually hurts now, so everyone around you can know of your suffering. There's even new "IsUserLagging" ProtoFlux node so you can code your own visuals to happen! Social VR platforms also couldn't exist without their bread and butter... mirrors! Have you ever noticed though that stuff in mirrors is backwards? How are you supposed to read text like that, it's all wrong! No longer! We're introducing a new revolutionary fix that makes mirrors not mirrored, making Resonite the state of the art of social VR technology. If you'd like to play with these new features, head over to Settings -> Misc and explore what this build has to offer! There's a number of other goodies and we'll leave those as a surprise. And if you enjoy these features half as much as I enjoyed coding them, considers sharing some of them with the community and on social media, to show everyone all the new exciting possibilities that Resonite now offers! [previewyoutube=rREJnD3zfww;full][/previewyoutube]
The yt-dlp updated yet again shortly after release, so here's another update so you have the latest version (unless they update again) for the weekend! x3 Compatible with last!
A small update! This is mostly to update yt-dlp to the latest version to fixup issues with YouTube videos and others. My main focus is on Awwdio right now. There's another fix that got merged in from @probableprime as well! Compatible with previous!
Hey everyone! I got a build with a bunch of important bugfixes for you and update to yt-dlp, which should fixup YouTube videos not loading properly. Major focus is now shifted to Awwdio, but this build fixes a number of things, including OnChanges reflection probes sometimes killing a performance (which turned out to be another Unity bug rabbit-hole).
A hotfix for two issues that popped up with latest update! I kept this one compatible with previous, but update is recommended as soon as you can, since some settings will be broken!
Hello everyone! I got some more goodies for you! There's some more additions for the Gaussian Splats - there's now a tool for doing basic editing! You can crop them visually in-game! I'd like to do more fancier and fine grained editing in the future, but that's a lot more work. This one was a very quick add and should help with basic cleanup in-game. There's a new module for PhotonDust too! This one was just 5 minutes of work, but should allow for neat effects! There's a whole bunch of bugfixes too for things and tweaks to improve quality of life and stability. The rest of the week might be a quieter though, as I'll have a bunch of MMC responsibilities and will probably be working on Awwdio, which will take a bit before it forms into something testable.
Hello everyone! I've got another chunk of Gaussian Splats support work for you, significantly improving their performance! Resonite and the asset variant system now supports generating VRAM compressed variants - these use significantly less VRAM (up to 18.62x times less), load faster (the files are smaller) and render faster too (less memory bandwidth usage on the GPU). This also means that you can now import bigger splats than before without them killing your VRAM and performance as a result. My own 3 million splats render quite noticeably faster with this and make my computer die less. And the best part, it all fits into our asset variant system - you don't need to do anything extra! Any already uploaded gaussian splats benefit from this automatically as well as any new ones you upload - our system will generate the variants as needed. You can select the quality of splats (and how much VRAM they use) in settings - the system should pick a good value based on your VRAM amount by default though, so most of the time you might not need to change anything at all. There's some other extras! Because some of the compression variants use k-Means Clustering algorithm, I've also adapted it as a texture processing method! You can paletize/stylize your textures with a new processing option as a small bonus! There's also some privacy oriented features - you can now selectively disable/allow platform interfaces like Discord/Steam thanks to @probableprime's work.
Hello everyone! I'm happy to finally release initial native support for Gaussian Splats in Resonite! This is a pet project I've been working on and off for a while, that it got pushed off by PhotonDust, Stripe and a bunch of other things, but now it's finally here! You can import Gaussian Splats into Resonite, render them (even in VR), do basic editing (bounding box/sphere clipping) and export them back out! For those of you who don't know, Gaussian Splats are (relatively) novel way of representing and rendering scenes. It's often produced by 3D scanning real world and it can achieve very high amount of fidelity - often the 3D scanned scenes will look very real life like - you could say this is the "real life update"! :D Also important note - they are pretty heavy on the HW - especially GPU and VRAM usage, so be careful with them! The bigger the splat, the heavier it gets! Treat them as a very high poly mesh - if you wouldn't spawn that into a populated session, don't spawn a splat! I am still working on VRAM compression, which should come in the following days and will significantly reduce their VRAM usage, so keep tuned for more improvements to this and report any issues you find (but read the details below first please). There is also a setting in Graphics setting for the rate at which the splats are sorted - lowering the value will lower the GPU usage, but result in more graphical artifacts when you change the viewpoint rapidly. We expect this to get much better once we switch away from Unity fully in the future and can use more modern GPU features. There's also some other fixes and optimizations as well! Notably a fix that sometimes makes headless lock up on some worlds.
Got three fixes for you, plus the locale updates! Compatible with previous build.
Hello everyone! I got a new build for you today, with a whole bunch of goodies! This is cleaning up a bunch of smaller things that needed some love for a long while, but were pushed out by bigger work on PhotonDust and other stuff and a bunch of other treats to break up the development a bit from the big stuff a little. There's also a new bonus module for PhotonDust inspired by a game I started playing recently, allowing for even more cool effects! I can't wait to see what you'll make with it!
Quick hotfix for the "Ask To Join" button not getting cleared up when user goes Offline. Despite initial assumptions, the Invisible status was **NOT** leaked by this feature - it would occur also in case when the user genuinely went offline. In general, please be careful about jumping to assumptions about causes of bugs, as it can lead to spreading of rumors! Also the new Invite Requests now have Japanese and Korean translations already thanks to speedy translators! Compatible with previous build.
Hello everyone! I got a bit of a small treat for you! I've decided to prioritize a smaller thing to help with some of the social friction with users being in inaccessible worlds - Invite Requests! They're designed to be smart - e.g. someone requests invite from you and you can't invite them (e.g. Private session and you're not the host) you can just forward it to host with a single press of button. If host is headless, it'll forward it to handlers automatically too - and they can either send one time invite or add the user as contact directly from the invite request. The overall goal was to make it as frictionless as possible. It won't solve all the "people are in private/hidden worlds" problem completely, but hopefully this helps make things easier and remove some of the anxiety! Hope you enjoy the feature! There might be still some quirks and tweaks needed, so make issues if you run into problems.
Hello everyone! I got another smaller build for you, but with a bunch of cleanup! There's fixes for two PhotonDust issues that popped up after the legacy particle removal, cleaning that up. Also I spent most of the time narrowing down a hard crash. I found the exact cause and applied a workaround (essentially adding more stack space for tree queries x3) which fixes the current issue, but I'll have to make report to Bepu for a full fix. The build is compatible with previous, so update at your leisure (or when you are affected by those particular bugs).
Another hotfix for an issue. This might not fix the issue, but it'll likely get rid of some logspam. Compatible with previous also!
A quick hotfix for some worlds & items not loading when they contain mix of legacy & PhotonDust systems! Compatible with current. Update if you're experiencing crashes on loading of those items.
Hello everyone! The time has finally come! The legacy particle system is no more in this build and all your creations now auto-convert to PhotonDust! This concludes a major milestone of the performance update, bringing us much closer to being able to run FrooxEngine under .NET 9, with only the audio system rework standing in the way of the actual "splittening"! Thank you everyone for all your reports! At this point I've spent probably about two months fixing up various compatibility issues to make the conversion near perfect to preserve old content and I couldn't do it without all your reports and samples! As long as you don't overwrite your original copies, we can still fix conversion issues even after this swap too. There are many more things for PhotonDust in the future - we now have our own system, pretty much fully under our control, but for the time being I'm going to refocus on the next goals to bring us closer to the big performance update. There's another notable change - namely our headless has been unified between Windows & Linux, so both can run from a single install! For now there's still Windows & Linux slot, but the Linux one will be removed soon. Also, the world browser has been updated to MMC25 category! If you submit your entry early (which you should to avoid stress), it'll appear there!
A quick hotfix for the PhotonDust trails breaking! Sorry for the inconvenience! Compatible with previous build. I'll push `prerelease` version in a bit.
Hello everyone! Here's a last batch of fixups and optimizations for PhotonDust. I'm now pretty confident in its state, since the issues have slowed down significantly and have been mostly simple regressions. Because of that, I have important announcement: IMPORTANT: The Legacy Particle System will be removed this upcoming Monday! This will finalize the initial PhotonDust implementation and a major milestone towards the big performance update! Thank you everyone who participated in the testing :3 There will be more PhotonDust features in the future, but I'll likely refocus on the next tasks for the performance update first, which will be the audio system. I'll be updating `prerelease` with the latest fixes in a bit. Oh and this build is compatible with previous! New Features: - Add debug statistics for particle state uploads (currently visible in the Debug dialog on the Worlds page) Optimizations: - Skip particle buffer submissions when the particle system is empty (based on report by @orange3134, issue #3301) - Use separate processing queue for uploading particle simulation results for rendering to improve particle smoothness (based on report by @orange3134, issue #3301) -- This makes sure that the particle simulation results don't fight for processing time with other asset uploads (meshes, textures, materials...) -- The particle upload queue also has more time for processing. This means with heavy loads it can lower FPS at bit more (we can tweak how much), but will reduce jerkiness of particle systems in some conditions Fixes: - Fixed extremely short particle trails (with only two points) being glitchy and stretching too long in some cases (based on report by @nytra, issue #3716) -- Note: The legacy particle system actually has a glitchy behavior as well, with the second point of the particle not updating smoothly. PhotonDust fixes this, making it animate smoothly on its end. This is intended change, even though it produces small visual difference. - Fixed regression causing LineEmitters with fixed emission direction resetting the direction to zero (reported by @orange3134, issue #3381)
Hello everyone. I'm not feeling well/functional today, so here's a few remaining bugfixes for PhotonDust to get these out, but not much else. I don't want these to be held up. These should pretty much fix up any last issues that I'd consider blockers for finalizing PhotonDust. I'll push a prerelease build with the same fixes in a bit - if all is good, we'll probably remove the Legacy particle system in the next build or two.
Hello everyone! I got another build for you! This one is merging a whole bunch more PR's in from the team and cleaning up more PhotonDust issues. With the Stripe support we introduced last Friday (big thanks to @gawdl3y for making this happen again!) - there's now also a new endpoint with stats on how much support we're getting from each platform as well as component to access this in-game for building visualizers and such. There's now also chunk of work done by @bluecyro for the upcoming audio engine - Zita Reverb! This is mostly preparatory work, however you can apply it to audio clip assets with static processing with ProtoFlux. Also some improvements from @probableprime's work on the asset variant system that have trickled into the main build now as well as improving date/time formatting to match people's locale. More coming soon! And remember, we're still doing the final `prerelease` testing of PhotonDust on the other branch, see the update before this one for more!
Hello everyone! Another "cleanup build", majorly for PhotonDust. This pretty much wraps most of the remaining issues with it and with compatibility, to the point where I'll be now starting removal of the Legacy Particle system - we'll do a `prerelease` on that when it's ready to re-verify everything. As a little treat, I threw in a bunch of new modules for it too - you can now control particle color by their speed!
Hello everyone! I got another build for you! This is mostly some more cleanup and fixes, notably for PhotonDust and fixing the issues with the cloud syncing (thanks to everyone for the reports and logs!). There's a few goodies though, giving you more control over angular velocity for PhotonDust! I got another fix coming up, but I wasn't able to finish it for this build, because it's a fair bit more complicated - it particularly has to do with legacy systems that used negative scaling - this turned out to be quite a time sink, requiring some bigger architectural changes to PhotonDust. In case you wonder why we sometimes don't allow values out of certain ranges - this is why x3 I should have a fix tomorrow though, which should wrap up some last bits of PhotonDust. Just as a reminder - the Legacy particle system will go poof very soon! We don't recommend using it for any new projects at this point.
Hello everyone! Got another build for you! This is a bit smaller, mostly just cleaning up and merging in some things. One of the bugs (the crashes due to large structs) turned out to be really nasty to investigate and work around, it took me most of yesterday - Mono really likes to explode with value types that are too big - including the methods that were normally used to check for validation of things. This should improve some Spherical Harmonics support and the ambient light not updating properly in some cases.
Hello everyone! I got a whole bunch of things for you today! First, you now have full control over the global ambient lighting in the world! The automatic calculation from the skybox is now also controlled from FrooxEngine side with a new set of components - including one that efficiently computes the parameters from a reflection probe with a Compute Shader. This is way faster and more efficient than Unity's own method, making ambient light changes significantly faster and smoother. Big thanks to @troyborg, @epiceaston197, VirgilCore, @modernballoonie and @rockstarraccoon for helping to test this in `prerelease`. Fortunately there weren't really many issues with this reported over last two weeks, so it should be good to go - but if you still run into something, make a report and we'll fix it in subsequent builds. If you'd like to learn more about how this new system works, we covered it in the recent episode of The Resonance: [previewyoutube=Hyv2s364DPU;full][/previewyoutube] Second, PhotonDust is now out of experimental phase! Majority of the remaining issues (including legacy conversion) are now resolved - it's good to start using for new projects and convert your old into it and continue on! The conversion isn't automatic yet - this will happen when the Legacy system is removed fully. The legacy particle system still exists for a little bit, but it will be removed very soon! If you run into some issues, please report them while you can! I'll probably remove the legacy system sometime next week, assuming there's no big blockers. There's a number of bugfixes too from @probableprime, which should resolve some issues and regressions!
I've been looking into some cloud performance degradation. This isn't a full fix, but it should improve things a bit before I can look into this fully next week. This build is compatible with previous, but update ASAP please (including your headlesses) - the more clients update, the more it should improve.
Hello everyone! I got another build for you with a bunch of goodies! Resonite now has a new data primitive - spherical harmonics! This has been added through my side project of adding gaussian splatting support (which will probably be released next week, I'm going to FC this week, so I don't want to push out big things just yet), but it's useful for lots of other stuff (some of which will also appear soon(ish)!). It's a generic primitive and there's a bunch of nodes and components to play with it. This build also merges the joining via URL by @probableprime, so that should be significantly improved! There's some other goodies by @bluecyro and @ryuvi as well.
Some more optimizations for PhotonDust and compatibility fixes. This should make PhotonDust run a fair bit smoother and improve compatibility. This also clears all the Compatibility issues on the board (except two that I'm waiting for confirmation if they're fixed or not), which means PhotonDust is very close to being taken out of experimental! Won't happen until next week at least (or maybe one after, because I'll be at FC for most of it), but I wanted to push this ASAP to allow more testing. This build is compatible with previous, no need to update right away! (unless you're testing PhotonDust x3)
I got another build for you! This should fix majority of the remaining compatibility issues with PhotonDust and has some more performance improvements to make the particle systems smoother! PhotonDust is now at a point where I'm considering moving it out of the experimental phase soon, so please, give it some more testing making sure items convert properly. When PhotonDust moves out of the experimental phase, following will happen: - PhotonDust "experimental" label will be removed - Conversion from Legacy -> PhotonDust will become automatic (it'll always happen) - Legacy Particle system will be removed completely - This will conclude this part of performance update and allow to move to the next one (audio system) You can check the current state of PhotonDust development and the individual issues here: https://github.com/orgs/Yellow-Dog-Man/projects/42/views/1 It's getting close!
Hello everyone! I got a new build for you! This is mostly resolving a bunch of issues for PhotonDust, getting that working again! This build improves performance/smoothness of PhotonDust, especially with large numbers of particles and fixes a number of compatibility issues. There's still more to come, but this gets us closer to being able take PhotonDust out of experimental and remove the legacy particle system! However for now, it still remains experimental, so use caution! There are some breaking changes in this one, so any converted items that use the lights module need to be re-converted or fixed manually. There are a few other bits as well, notably users who switched from Patreon to Stripe (which is currently in closed beta) now should have proper supporter badge! There's a bunch more stuff coming soon, there's a lot of things cooked up in PR's that getting finished, so expect a bunch more goodies soon!
I'm just pushing out a small build. The main thing is a fix for animations freezing up things when swapping them out to help the Creator Jam New years event. I threw in a few small goodies as a present as well :3 I hope everyone's having happy holidays!
A bunch more fixes for PhotonDust! This fixes a number of conversion issues, improving compatibility with old content. I'll be traveling soon, so it'll be a bit quieter now, I wanted to get as many of these out as I can. I'm still keeping the experimental label on PhotonDust, since there's still a number of issues open, so be cautious, but feel free to play with it! It's been great seeing the cool visuals and stuff everyone's been messing with. If you do, please share more! Also this update fixes "performance" issue that turned out to not really be much of a performance issue at all - a setting didn't convert right, resulting in PhotonDust having to update and render about 10 times the amount of geometry data for a converted system - and thus having "lower performance" as result. This should be much better now!
Some more bugfixes! This fixes issues with the new cursor sizing as well as few more PhotonDust issues. More to come soon(ish)! This build is compatible with previous, but update is recommended asap!
A quick hotfix for the headless! This build is compatible with previous, but if you're hosting headless, I strongly suggest updating!
PhotonDust, our new particle system and major milestone for the performance upgrade, is now part of the main build! **It is still in "experimental" testing phase**, because there are still issues to fix. However, since it's in a stable enough state to play and experiment with, we can continue testing on the main branch! Currently it exists alongside the legacy particle system - I still recommend using the old one for stability until we remove the "experimental" label from PhotonDust. The goal is to have a more gradual transition to the new system, rather than an abrupt one, so for the time being, you can use both old and new particle systems! Big thanks to everyone who helped test PhotonDust in the `prerelease` branch and find a number of issues so far: @rockstarraccoon, @epiceaston197, @decoybird, @orange3134, @zozokasu, @rueshejn, @modernballoonie, @moonbase__, @nytra, @mirpasec, @ultrawidegamer, @lexevo, @badhaloninja, @mysticjuniper, @hamocorp, @dustysprinkles, @foolishsnowmew, @aegis_wolf, @qualium and anyone else I missed (I went over the release notes and issues, so sorry if you got missed! >///< - if you got a prerelease issue open that hasn't been addressed yet, you'll be credited as those get fixed up!) If you'd like to help us polish PhotonDust, please give a read to the testing and reporting instructions first: https://github.com/Yellow-Dog-Man/Resonite-Issues/discussions/3276 I've also went over how PhotonDust works in a recent episode of The Resonance. If you'd like to learn more, watch here: [previewyoutube=OnecM48lKnc;full][/previewyoutube] There's also some other goodies in this, @probableprime has overhauled the cursor system, which fixes a bunch of sizing inconsistencies and exposes new options to configure cursor sizes! If you find the new defaults too big (or still too small), adjust them in your settings!
Just a small build to update yt-dlp to fix YouTube videos not loading properly. Also some more locale updates! This build is compatible with previous, so no need to update right away!
This is just a small update, that's mostly locale files, but an important one! There's also big Dutch locale overhaul included by our awesome community members! We are prepping some cloud updates for the Stripe implementation and had some fixes to serialization. Those require client update, so it can deserialize entities properly, otherwise it would break. TL;DR: This build is compatible with previous, but you won't be able to log in fully on the previous build, so make sure to update to this one if you restart and you'll be good!
Hello everyone! I got a new build for you with a bunch of changes! The .NET 9 headless is now finally out and default with this build! You will need to use the new runtime to host. Our community ran a number of tests and everything seems to be fine. There might be some extra performance boost from this too thanks to improvements in .NET 9 - we did notice them in our cloud infrastructure that got moved to .NET 9 recently too. There's new accessibility options too - you can enable controls to look around with your keyboard arrows, instead of just mouse! If you have difficulty using mouse or use remote desktop or laptop with poor touchpad, this should help you! Some work was done on the cloud as well recently, because we ran into an issue where syncing got stuck. Investigating that revealed a few related problems, which now got fixed up, which should improve the robustness a bit and reduce some load & cost on the cloud. There's not much other things, my focus has been mostly on PhotonDust now. Pushing the .NET 9 now frees up the prerelease slot, so I'll try to get PhotonDust testing started soon, so we can test that one out thoroughly and get it out of the door as soon as we can too!
Hello everyone! I got another small maintenance build for you. Most of the time now goes towards getting PhotonDust (the new particle system) to feature parity, but here's a few improvements. The big part - large chunk of SkyFrost - our cloud service has now upgraded to .NET 9 from .NET 8, since it released earlier this month! As part of the upgrade, we also moved all related libraries from 8.x.x versions to 9.0.0 - including ones in the graphical client. I'll be making a `prerelease` build of the headless for .NET 9 for testing & prep, so announcement on that coming soon. You can also now import BlueSky videos! Just paste a link to a post with video and it will import as video player! There's a few other bugfixes as well. Oh also since there's no data model changes, this build is compatible with previous! Only caveat - you'll experience the bugs and BlueSky videos won't load for you if you run on the old one.
I'm pushing out a quick hotfix for YouTube videos not loading. Unfortunatelly it seems they're blocking the method we've been using to get higher quality videos. I'll have to look into alternatives, but right now my goal has been to just get the videos to load in the first place. Also the new faeture & fix in this are actually in the previous build, I just forgot to copy my release notes from my laptop on my main PC so they were missed, sorry! The plus side is, this build is compatible with previous!
Hello everyone! I got another build for you! This is mostly cleaning up a number of things, as the main focus is currently on the PhotonDust (new particle system), but there's a number of goodies here. The locomotion animation system defaults were finally updated! Sorry it took so long. I'd like to give big thanks to @vrbat, @orange3134 and @rhenium_nv whose parameters were used for the new defaults as well as @bluecyro for going through the community tunings and integrating them into Resonite. We also now have latest yt-dlp which should fix issues with loading videos as well as new version of Opus, which improves the quality of voice and has much better handling for lost packets! There's also a number of bugfixes for several issues as well as some new nodes that should simplify a few things.
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!
Hello everyone! I've got a smaller-ish build for you, but with some goodies! I was originally hoping to release this before BLFC, but since there were some issues with the changes that needed to get resolved, it got pushed until now so we can resolve them. This is the first build that was made with a new SDK-style project style which @bluecyroand and @geenz switched us to! This doesn't change any functionality on itself, but it makes building Resonite easier by using a more modern pipeline, which saves all coders time and allows us to spend more of it on implementing other things! There's a bunch of smaller additions and bugfixes in this as well. This includes fixes to the handling of controllers when switching between controllers and hands with SteamLink. There are still some lingering issues with that, but none of them should be new. Big thanks to everyone who helped test the updated SteamVR input handling in prerelease to make sure that controller inputs do not break with these fixes: @zahndy, @bigredwolfy, wisemagick1, @rockstarraccoon, @troyborg, @krzeszny, @nytra, Mhowser, @dustysprinkles, @gamethecupdog, @foxobread, ko-tengu, @stellanora, @foxbox., @shdw_x, @siderealscout
I'm pushing out a smaller build which has a bunch of bugfixes. I'm now mostly busy with designing the particle system, so these are just few things that didn't take as much time and should fixup some problematic issues.
Hello everyone! I got another build for you! This one is more of a "cleanup" build, merging in and sorting out some of the issues that have been pushed to backburner for a bit with other stuff we were dealing with. There's a bunch of new cool goodies in this one! Lots of new nodes & functions for shaping/easing, more access to the eyebrow tracking data. You can now also mark worlds as "Readonly" to prevent accidental saves (e.g. when you archive things). There's also important privacy improvement in this one, which builds on the recent session networking handling rework: User's ban status is no longer included in the public API that can be queried by anyone - the information is now only accessible once for brief period when joining a session, which helps improve overall privacy. A bunch of things were fixed up too - issues with the finger posing system breaking, Resonite to Resonite account migration (this actually borked due to security fortification that was done a while back) and more!
Hello everyone! I got a new build for you, with another chunk of performance optimizations - this build fixes the voice/pose hitch when users join sessions, ensuring they stay smooth even when the sessions grow big! This has been done by rewriting the session networking handling system, which made the code a lot nicer as well, fixed, optimized and improved a bunch of things along the way and opened more doors towards future improvements as well. There are a number of smaller improvements too, regarding moderation and group management. I'll be traveling tomorrow, so things will probably be busy, but I hope this build helps quite a bit. There's a lot more performance optimizations to be done, especially to improve the overall framerates! Also big thanks to everyone who helped test this new update, including: @bredo, @ohzee, @kyuubiyoru, @jackthefoxotter, @orange3134, @readun, @j4.lc, @modernballoonie and @foxbox. !
A quick hotfix for avatars with custom LocomotionAnimationConfiguration. Compatible with current build! Though update is recommended if you want the parameters fixed. You can also fill them out manually to fix this.
Hello everyone! Here's a bunch more tweaks and improvements! I'll be at Eurofurence this week, so there probably won't be too many builds during that, but this should help a bit. I still need to pack and prepare for travel, so this is what it is now, but I'll see if I have time for some things later. The procedural animation should be improved some more too, especially when standing still and while in VR, it shouldn't be moving as much anymore. Also a bunch of other stuff got merged in, I've been catching up on stuff that's been held by the business stuff.
Hey everyone! Here's another build with some more fixes and tweaks. It's a bit smaller, I went to get a COVID booster today and I got back home a bit go and my arm is starting to really hurt, so this is all you get x3 I started sorting out some of the backed up work too, so there's few bits of that too!
Got another build with more improvements and additions for the locomotion system. There's a number of tweaks which should make it behave and look better and fix some of the weirdness. I think it's pretty ready to get some of the community made tunings integrated, so if you're helping to fine tune the parameters, give this build a try, I'll be looking at them soon. There's also more additions to the footstep system - it's now super easy to setup worlds with footstep sounds! You just need to create footstep sound definitions for various materials - you can select/modulate them based on the foot impact velocity and other parameters and then you just need to apply a single component to the collider surfaces for this to work. It works with submeshes (so you can match different sounds to different materials) and there's a component to work with splatmaps too! There's still more to do with the system, but this should be adding a bunch more polish and giving you some extra goodies at the side as well!
I got another build for you! This has a bunch more improvements for the locomotion animation system. I still haven't touched the defaults, I'll give those a bit more time and then look at which ones would be good to integrate to replace the current ones. I've also added a bonus that I wanted to implement with this system, because it made it much easier - footstep event system! This allows the environment to receive events whenever player lands a footstep on them. Currently there's mainly a node which gives you the raw event data, so you can do whatever you want with it! There will be more components built on top of this, espeically to make it easy to setup footstep sound effects in the world! The system also doesn't detect footsteps from full body movement yet (though when you walk around and the animation system takes over it will get that), but this will be added later too. There's a few other small additions. I've also started work on more optimizations (notably the session server join hitch), but that is a bit bigger thing.
Hello everyone! Here's a bunch more additions, tweaks, improvements and fixes, majority of them for the locomotion animation system. This should make things look and behave better, but there's still more to do! If you're helping us tune the default parameters, I recommend giving the sets a try. Since this auto-computes metrics for avatars, your existing tunings will probably look a bit different and might need re-tuning. Same with some other stuff that changes the behaviors a bit. There's a few other additions and improvements too, but still heavily focused on the animations, since that's mostly affecting people now.
Pushing a hotfix that fixes old instances of LocomotionAnimationConfiguration losing their values when they're loaded with latest build. If you have not re-saved them, just spawn them again and they'll have their old values back! Also this build is compatible with previous!
Hello everyone! I've got a bunch of bugfixes and improvements for the new system for you. This should fixup most of the pressing issues and improve some of the behavior. There's still more to do, I was trying to get automated avatar metrics calculation into this build, but it wasn't working right with all avatars, so I'll need more time to finish that one up, but I'm getting snoozy, so I don't want it to hold up stuff.
Hello everyone! I've got a build for your after a while. This one took a bit, because I spent a lot of time working on the new procedural locomotion animation system, which came up as a requirement for one of our business client. My goal was to get it as good as possible before release, but I've been getting progressively more fatigued with it, making it hard to make progress, but also because it already got merged internally, it was blocking releasing any builds. Because of that, I'm releasing this in its current state - it should be polished enough to be better than the existing animations and any major bugs and issues should be sorted out. However the animations themselves aren't as tight and tuned as I'd like them to be, which means they can look a bit goofy. Fortunatelly the system is highly configurable and we've had a number of dedicated community members helping fine tune the default parameters. This will continue to help make the default animations look better and if you're like to nab any of these tunings and use them right now or even contribute to the process, go here: https://github.com/Yellow-Dog-Man/Resonite-Issues/discussions/2799 There are other additions as well that you can use right away - there's a new set of components for animating fingers! You can use those to setup custom finger pose systems and smoothly blend between those and the finger tracking solutions on the avatar. A lot of things got fixed up and tweaked too. This build also contains significant improvements to our universe system, which is very useful for corporations and organizations - but some of them can be useful for you as well. Overall these help make Resonite a more well rounded solution for those, which helps support our team. I'll be focusing on a few issues that have been piling up and some other stuff I wanted to do for a bit in the new few builds, before I circle back and integrate some of the polish for the animations. Also big thanks to everyone who participated so far helping test and fine tune the procedural animations: @troyborg, @gamethecupdog, @foolishsnowmew, @shiftyscales, @orange3134, @cameron5, @vrbat, @modernballoonie, @rockstarraccoon, @rabbuttz, @veercollie, @modernballoonie, @j4.lc, @zyro1331 and others (sorry if I missed your name, I'm compiling this from the GitHub issues & discussion - make sure to submit anything there!)
Hello everyone! Today is just small build, sorting out a few things I needed to for a bit. I've been busy working on the procedural animation system and some other stuff in the background (plus taking a few days off due to brain being mush). The main thing is we're now swapping to the .NET 8.0 headless fully! The old .NET Framework / Mono headless is gone and the .NET 8.0 is now in its place! You'll need to update your tooling accordingly. Thank you everyone for testing! We've got lots of reports of great performance improvements with .NET 8.0, which is very exciting for the upcoming switch of graphical client to this runtime as well. There's also new notification sound effects!
For some reason a file was missing from the Steam depo, causing WebSocket functionality to break in the last build. I'm unsure what caused the problem, since the file was present locally and copying is handled by a batch script, but just republishing seems to fix it. Compatible with previous, but if you don't update websockets might not work for you (which will also likely cause issues for SignalR).
Hey everyone, another smaller build today. Cleaning up a few small things that I meant to for a good bit, but other things got in the way. I'll be focusing more on the procedural animation system now though. There's also update to yt-dlp and a workaround that should make videos with higher resolutions load.
Just a small build again, sorry. It's been a bit difficult to focus lately and I have pretty bad headache today. There's a few goodies though, some new nodes and fixes. I've been starting implementation on the new procedural avatar animation system, which needs quaternion extrapolation, which is now added in the form of the Pow node. There's a fix for Mono headless too, but it will be removed very soon, see #announcements please.
Hey everyone! Last week has been unfortunately really exhausting, so I've only got a small build for you today, I've been a bit sluggish :( There's a few bugfixes though - notably websockets should now work with .NET 8.0 headless! Also fixed up another missed type with the new type managed system causing crashes. We've also got a new language thanks to @antonneposeda - Ukrainian!
I've finally gotten to the bottom of the cloud issues that we were experiencing for past few days. This build *should* fix it (at least it fixes underlying cause). @everyone please update to this build immediately. I will be blocking previous builds from accessing the cloud since they're tripping the issues. I apologize for the ping, but this is important to get things stable as soon as possible. The gist of things that have been happening is: - There's a bug in an old System.Net.Websockets implementation in Mono, where messages that contain multi-codepoint UTF8 symbols (e.g. Japanese or Chinese characters) will trip up validation and make the connection explode and disconnect - This bug in System.Net.Websockets was fixed back in 2018, but the Mono implementation in Unity is older than that. I've backported the fix to an older version, which will work for now - There has been an increase in session updates with those symbols present, resulting in the connections exploding much more frequently (most of them not lasting even a minute) - SignalR would reconnect after connection exploded, which is somewhat heavy process. Due to this happening very frequently for pretty much everyone, this would destabilize the cloud - The connection dropping frequently also means that you stop receiving and sending updates randomly, causing further issues with the info being up to date I'll keep monitoring the situation, but hopefully this should make things calm down.
Ok, I found a better workaround, since the previous one doesn't work super well. This should make things work okay for now, hopefully without any (too many) ill effects, at least ones that aren't worse than part of the cloud just dying. Compatible with previous build, but update recommended so people can see you properly online.
Hello everyone! Sorry that things have been very bumpy lately, I've been drilling down into the issues and while I do have good idea where they are coming from (though not sure why things changed yet), direct fix still requires a fair bit of work. This build should provide good workaround for the problems however in the meanwhile and get us through the weekend (if I don't manage to fix the issues before then). Compatible with previous, but I suggest you update ASAP.
There's only a few things in this build, because I spent most of today (well... still am) dealing with the cloud issues. There's a few things that might help with that, but I'll have to see how the cloud reacts. Please update as soon as you can.
Hello everyone! Today build is very heavily focused on improving networking. We've been pretty busy sorting out issues for some of our business uses, which pretty much took all day yesterday to get finished (and I mean... ALL day), so today I only had the energy to polish it up and not do much else >///> A number of those improvements should benefit overall by improving the robustness of connections and offering some new options - notably Resonite now supports session connections over TCP protocol! This is mostly useful within local and corporate/university networks - but it can be pretty beneficial if you're running connections on LAN - TCP is very fast there. The other big addition is "LNL Poking" mechanism - this is useful within networks with stateful firewalls, which makes connections work reliably on those networks. With this stuff out of the way, we'll have more "regular" stuff soon!
Hello everyone! Today is more of a "cleanup" build - fixing a number of additional issues that popped up with recent changes due to the new Type Management system and the .NET 8.0 healdess, plus a few other things that we didn't get time to get to until now. Notably there's now badge for users who helped us test Resonite before official release! I've also sorted out a number of Translator badges - if you don't have yours, just make a GitHub issue in the Locale repo with your UserID and we'll get it sorted!
Pushing out a small bugfix build. I want to get these fixes out asap, since they prevent some items from loading properly and can result in data loss if resaved.
I've got another update with some fixes. This one is not compatible with previous unfortunatelly, but I felt this bugfix is important enough to push before the weekend, since it breaks a number of things following the type management system.
Got the System.Text.Json security update sorted for the client/headlesses. Compatible with previous, though update is recommended.
Pushing out an update now, which is mostly bugfixes, most of them for .NET 8.0 headless. and the dash breaking for some users. I'm pushing this out earlier now, in case there's issues with some of the changes so we can get them resolved before it gets later in the day. I'll likely push another update later with more .NET 8.0 headless bugfixes, but those should not affect anything else (compatibility or the normal headless).
The .NET 8.0 headless is here! This was pretty easy to get going. This is going to exist for a bit alongside the "normal" headless for testing and transition time! Read this issue to learn more: https://github.com/Yellow-Dog-Man/Resonite-Issues/discussions/2539 Resonite now also has a new language it supports thanks to fernzhn - Hungarian! This should also potentially fix the issue with the dash breaking for some users after the upgrade. Oh also it's compatible with previous build. I'm going to go crash into VR now, bye!
The new type management system is now done and out! This is a major rework of how Resonite (FrooxEngine) handles types, improving compatibility and security. This is also first major task completed for our performance optimizations - while this doesn't help with performance itself, it lays important groundwork for it. The next step will be moving the headless to modern .NET runtime, which might be relatively simple at this point, since this was a major blocker. I'd also like to give big thanks to everyone who helped test this and get this polished before public release: @bredo, @epiceaston197, @modernballoonie, @whippersnatchpumpkinpatch, @zyro1331, @bluecyro, @jgullberg, @mpmxyz, @_deltawolf, @aritosuits, @stiefeljackal, @ohzee Also since I forgot this in a rush yesterday (sorry ;_;), there's also big thanks to people who helped to test the LNL Windows Size pre-release as well: @ohzee, @bredo and @_deltawolf (and everyone who joined the BoTC game to help test), as well as @rucio, @stiefeljackal, @stellanora, @sveken, @banane9, @jackthefoxotter, iamgreaser, @_deltawolf, PJB3005, @charizmare in issue #1324 from which the work on dynamic LNL window size stemmed based on their testing data.
Hello everyone! I've got a build for you today! I've been trying to get the new type management system done, but it needs more time - maybe tomorrow! However there's a bunch of goodies in this one too! There's new LNL Window Size setting, which helps you control the throughput of the LNL library! If you end up queuing packets in a session, increasing this can help! Be careful though, setting it too high can also make things worse. This is the first phase of improving the LNL library - the goal is for this value to adjust itself automatically in the future, but that requires additional work. This should make things better in the meanwhile. There's been some more efficiency improvements to LNL as well (something I call "packet stuffing"), which help reduce queuing even with the default as well. Not all LNL bridges & relays are spun up for the new version yet - we'll spin them up in the following days and remove the old versions to help with transition. You can now also configure the port range that LNL will use as well! This can be useful if you need to configure your network/firewalls. It can be particularly helpful at university/corporate networks too! There's a number of other fixes and tweaks as well, including @dantetucker's first contribution!
Hello everyone! Sorry for lack of builds recently, I've been busy with travelling, internal stuff, some business stuff and doing some preparatory work on the performance update. Here's a build with a whole bunch of bugfixes and contributions from a number of team members, including @ryuvi's first code contribution! (see each contribution for credit) And also community contribution to an open source library that we use that fixes the scrambled blendshape order from @luxkitty! Thank you so much! There are some changes and improvements for networking, which should help when running Resonite on corporate/university networks. It's probably not too interesting to everyone here, but it helps with some of our other usages!
Hello everyone! I got a small, but special build for you today - @bluecyro's first contribution! :D This one has just a few bugfixes - I've been busy working on a testing LNL build with manually adjustable window size. I got it mostly working, but I completely broke packet loss computation, so I need to fix that before I push a pre-release. Plus I'll be travelling tomorrow to Vienna for a business trip and need to do a bunch of preparations for it - I won't be back until late Friday, so there might not be any more builds this week. However I didn't want these bugfixes to get held up, so here they are! The build is compatible with previous. However if you don't update, GridTexture will be broken for you with invalid parameters, while it'll work for people with updated builds - this is not really critical, so it's just headsup so you're not confused.
Hello everyone! I'm back and I've got a big update for you! :D There's now a Worlds Data Feed! This data feed provides the currently opened worlds and sessions, with filtering & searching options. This allows to build custom world/session viewers/facets and other stuff. In the future, we'll also add support for enumerating saved/published worlds to this feed, so this will be used to rework the World UI. In order to support this, the general data feed mechanisms got improved and expanded! They support updating items now (e.g. if you have interfaces, it will automatically update everything with new data - e.g. when a world name/thumbnail/user count/etc changes) and the add/update/remove events support search parameter now. We now also have a new Translator badge for everyone who's been helping translate Resonite into other languages and make it more accessible! There's lots of other updates too! Plenty of bugfixes by @probableprime and merged shader update by @geenz, which should fix a number of issues with materials/shaders! Also please note that SSL 3, TLS 1.0 and TLS 1.1 protocols have been deprecated in this build! We haven't found any issues in pre-release testing. Generally it's recommended to not use those protocols anymore, because they have severe security issues. If you have an issue and you can't switch to a newer one easily, let us know and we'll have a look at what we can do.
Hello everyone! Recently we held a two week long survey to help determine our next major development priority for Resonite. We were unsure whether to prioritize IK rework or Performance improvement first, as we received messages, comments and anecdotes about both. Our goal was to gather more solid data and let you, the community, be the deciding factor.
Fixing a security issue with the export dialog. This affects the Resonite Packages, but it's actually a more general issue that's been there for a while that only just got reported, technically affecting all kinds of exports (textures, models, audio...) Compatible with previous build, but update recommended!
Introducing Resonite Package format! You can now export and import any items from Resonite to a standalone package format, which includes everything needed for that item without any reliance on the cloud. This can be useful for distributing fully setup Resonite items and avatars outside of Resonite (e.g. on Gumroad or Discord) and making it very easy for users to bring these packages in - just drag & drop them like any other file and they'll import right away. If the avatar is setup with SimpleAvatarProtection, it will be automatically remapped to the importing user too, so the avatars can be setup with full protection from the get go. There are two main options for making the package - default and with variants (the +Variants option). Including variants will result in a bigger package, but make the imported item show up much faster - without them user has to calculate the variants on import. You can also use this feature for local backups if you want to as well! There's a bunch of bugfixes (most of them relating to the export dialog) too. I hope this feature is useful to you and creators and opens up some cool new options for distributing content on Resonite!
Hotfix for some people having login issues and the dash not initializing properly. Compatible with previous, if you're not affected by this bug, you don't need to update right away.
I focused on a whole bunch of improvements with a general quality of life in this build! You can now configure your online status persistence! The sociable status can be configured better too. Earmuff has some improvements - the base shape is now a sphere sector instead of cone, which will stop users from becoming a bit louder first when you move your head away. There's new image import preset "Sprite" which will automatically clear out white fringes and improvement to how Pixel Art imports too. The startup has been optimized a bit too when you're being auto-logged in, skipping a bunch of unnecessary work, so it should be a little bit snappier. A whole bunch of other things have been fixed too and there were improvements to security/privacy as well. Hope you enjoy this build!
Some more tweaks and fixes to the notifications to reduce the spaminess! Compatible with previous build.
Ooops, turns out that the timeout condition for the notification spam has been inverted! This build fixes that, sorry! What's interesting is that it's been inverted for the normal "Online" notifications too, but it went un-noticed until now, which means that Online notifications were incorrectly supressed in a lot of cases. Compatible with previous build. If you don't update, your notifications will still be spammable. For anyone spamming the changes though - please stop. Doing so can also get you rate limited by the cloud, so you might experience degraded service as a result.
A smaller build today again, I was working on some administrative stuff and some stuff that's longer (working some more on the LNL library!), but there's some goodies! There's new Sociable status! If you want to indicate to users you want to be poked and invited, just switch to this status! This should make it easier when people are hanging in hidden or private worlds and you don't want to send everyone a poke. If you don't like to receive those notifications, you can disable that too in settings! There's more privacy settings too! And some quality of life fixes and tweaks.
Smaller build today, but it has some important bugfixes and improvements. There's improvement to locomotion controls - you can separately control deadzones for movement & turning and you can switch joysticks to be used only for turning and no movement. This should make the controls more familiar to players coming from other platforms and games. The bug with people randomly appearing offline *should* also be gone, but we'll need to see. The bug with the dash screens randomly becoming blank is also fixed now! The "Save to inventory" now indicates when you can't save and the avatar creator tells you why you can't protect avatar in Local, which should help reduce some confusion!
A quick hotfix to some inspector buttons being broken, sorry! Compatible with current. Host will need to update for this to be fixed.
Today's been focused on a bunch of small improvements and fixes, both for the new facet anchors and some other stuff! You can now switch which hand toggles the facet anchors and which one triggers dash! You can control visibility of individual facet anchors from your avatar too to build your own systems to toggle them on and off! You can now also bake individual blendshapes or even split blendshapes to left/right on meshes! And the button to find/break drives is now on lists too! [previewyoutube=Sc0b9huIwh4;full][/previewyoutube]
Hello everyone! I'm very excited with this update, as I've finally implemented something that I wanted to do for a while - a sort of "cherry on top" of the Setting UI rework and other things - Avatar Facet Anchors! What this means is that you can place facets (which includes any individual settings from the new Setting UI!) on your hands and your viewport for quick access! This way you can customize your UI experience so you don't need to rummage through the dash for things you use often! As we rework more UI's into modular facet pieces, the power of this feature will grow even more! There's a bunch of other nice things and improvements, both related and unrelated. Anyway, I hope you enjoy this! [previewyoutube=XmvXq9NaQKs;full][/previewyoutube]
A quick hotfix for an issue that popped up, sorry! Compatible with current build.
Hello everyone! I'm still recovering a bit, so I went through some smaller funner things today. So here's a few small cool things! Oh I also managed to fix the freezing thing when connecting/disconnecting audio!
Hello everyone! This is more of a "personal" update, since I've been sick with COVID for past several days >///> I decided to pick up a thing I wanted to do for a good bit, adding the native face & eye tracking support for Quest Pro since I have it with me right now. This builds integrates the Quest Pro face tracking into our general face & eye tracking system. Since it supports more parameters, the general system has been expanded with new expressions and capabilities! If you got avatar setup already, it'll work out of the box, since most got mapped to the existing parameters. But there's also whole bunch of new ones too. If you're using Vive Pro Eye + Vive Face tracker, the system will also optionally estimate some of them for you as well - you're given some new controls to determine if certain expressions should be estimated or not. Anyway I hope you'll enjoy this update regardless, there will be more cool stuff coming soon! :3
With the Settings UI update implemented, we are now considering what is the next major project for Resonite. Our original plan was to rework the IK system, but after re-evaluating the current state of the platform, we feel that we might consider another goal: major performance improvements. Wed like to ask you, the community - both new, old, both regulars and everyone watching Resonite from afar - what is most important to you, to help us make the decision on the path forward. We will keep this survey open until June 4th, because we want to give you enough time to read through it, digest it, discuss it with your friends and community before submitting answers. We will send a reminder two days before it closes. Our current focus is on smaller bug fixes and additions. We will give you, the community, sufficient time to provide feedback before making a decision on which of these major updates will happen first and which one will be done after that.
Hello! Just a few smaller things from me today + a batch of cool stuff from @probableprime I've been a bit dizzy through most of today, so I decided to tackle some smaller additions and fixes. This week might be a weaker on updates (and following that there will none for a bit), because I'll be travelling to the US at the end of the week and I'm preparing stuff!
A few more bugfixes! Compatible with last build, feel free to update at your leisure.
Another small patch fixing up a few more issues! Compatible with last build so you don't need to update immediatelly! Though if you can, update recommended as it will fixup a few things.
Another hotfix for headless! Compatible with current. Only need to update if you're running healdess. Sorry! Aaaa!
I noticed a small thing, where new textures would still default to bilinear, so this is a quick hotfix for that. Compatible with previous build. Update STRONGLY recommended if you're building any new content (or just manually set all textures filtering to null, otherwise they'll be stuck at bilinear)
Even more settings! You can now control the texture resolution to save VRAM and change the filtering options (default is now anisotropic!). There's improvements to Earmuff (added directionality), gamepad otpions, tracker freezing and framerate limiting when in background. There is now also official support for user join/leave notifications, you can enable it in the notification settings! There's a bunch of other fixes and improvements too. Sorry this build took a while. Combination of dealing with my PC not wanting to boot and hitting a nasty Unity bug with something that seemed that would be quick (disabling VSync when the app is not focused makes it think it's focused again, which makes the background frame limiting not work if VSync is on... this took me like 2 hours to figure out and find a workaround, by importing native Windows method, since the Unity one just doesn't work right >///< ) Anyway, I hope you enjoy! [previewyoutube=kvslXp7cls4;full][/previewyoutube]
Even more settings! Based on popular request, Resonite now has earmuff mode! This will help deal with busy worlds with lots of overlapping voices. After motion blur, this has been the second most requested setting on our GitHub. Thanks to the new Setting UI & subsystems, it was quite easy to add! This is the initial release, but I expect there might be some need for iteration, so give it a try in busy worlds and see how well it works! If you feel there's some things not working well or lacking, open an issue and we can do some tweaking! The bug with some users being randomly very loud should also be fixed now! There's also some new ProtoFlux nodes for 3D geometry computations with lines and cones as a bonus byproduct of the earmuff!
A whole bunch of new goodies! This build introduces native support for the OSC protocol! Both receiving and sending values is supported! This makes it very easy for everyone to integrate Resonite with software and hardware that uses this protocol and prototype with this. This is a bit of bonus a "byproduct" of adding the GigglePuck support, since it uses OSC internally too and it was simple enough to add! There's also a bunch of new settings! You can now fine tune your notifications, resolution/fullscreen or hide nameplates in photos. I've also added a new data feed which manages a feed of users in the session! You can use this to very easily build UI's that list users in the session - the data feed will automatically manage adding/removing items for you! Typing in types is also now much easier! Instead of the .NET syntax, which is usually pretty verbose, you can use the C#-like syntax for the types, which is much easier to work with! [previewyoutube=AS87ymvZhoM;full][/previewyoutube]
Some more tweaks, improvements and fixes for the haptic system & GigglePuck. Keeping it light today, since it's Friday, I got some more things on a branch (official OSC support!), but they're not ready yet. Compatible with previous build!
An extra build with hotfix for a blocker for the content team. Compatible with previous.
A few more things for the haptic system I wanted to add. I'm feeling really dizzy today again, so there's not more, I'm sorry :(
Just a small update, I'm not feeling too well today and I couldn't focus too much. I've mostly worked on a more personal issue I wanted implemented for this reason. Resonite now has native support for the GigglePuck haptic device! This can be used for headpats or any other haptics. All you need to do is connect the device to the same network and Resonite will pick it up. Then you configure where you want it mapped on the new Settings UI. It works with our generalized haptics system (which is used for controllers, bHaptics vest and such), so anything - avatar to avatar interactions and haptic triggers in the world will work! There are some general improvements to the data feeds, setting UI, the haptic system and such, so even though this is more niche addition, it helped improve general versatility of these systems! There's a few bugfixes too. Also compatible with current!
More settings! The full body trackers have been now moved to the new setting system, which comes with a number of benefits! You can now toggle them on/off easily, check how they're mapped and your full body calibration will sync between devices too! There's also a few bugfixes for some more issues that were discovered. There's more to come soon!
A bunch more settings! I was going to do more today (like the trackers), but I got busy with meetings. More to come soon!
I was going to do more new settings today, but my computer decided to BSOD and then not boot, so this is all you get, sorry >///> But still... more settings! Compatible with previous!
THE TIME HAS COME! The Setting UI rework bears its fruit! You can now configure/disable Motion Blur, Bloom, AO, SSR and Antialiasing! Thanks to the new system these settings were very easy to add to the system, I've literally implemeneted all of it just today, along with a few other things. I know it took a while to get to this point, but the journey was worth it if you look at all the other things that got improved as well and the good foundations for reworking more UI's that we now have! With this, the most upvoted GitHub issue is now resolved! There's still a whole bunch more Setting stuff to come though, so we're not quite done, I just wanted to do these as one of the first. Hope you all enjoy! And who couldn't enjoy before, you can enjoy now (and maybe support us so we can keep doing this ;) [previewyoutube=LSQiQ5JbSgs;full][/previewyoutube]
Here's a new setting that I added today! I was going to do a few more, but then we had Blood On The Clocktower game, so I just finished up this one and a bugfix. Compatible with previous!
A bunch more bugfixes for the settings! Thanks for the reports everyone! There's more coming soon! Compatible with previous, but update strongly recommended as it resolves some crashes and such!
Just a small patch before I go to sleep, this fixes a few reported issues. I'll be tackling more stuff tomorrow! Compatible with previous!
It's finally here! After months of work the very first public version new Settings UI is out! If you go to the Settings page, you'll find brand new snappy Settings UI. But wait, there's more! Most of work so far went into building brand new systems and frameworks (notably the data feeds & data feed views) for designing new UI's, on which the new settings is built. This provides us with very solid foundations to build upon, not just for the setting UI but most other pieces of UI as well in the future! The Setting UI has become the "pilot project" for these new mechanisms, but all future UI's will hugely benefit from this as well. The work on the Settings UI is not yet finished! The goal of this release is to rework all existing settings on the new system and not much has been put into adding brand new settings and functions (there's a few, but not much yet). In the upcoming days, expect lots of the settings to be added (yes including the motion blur toggle!) and new features as we finish this up! This will now go a lot faster! There's lots of other goodies in this, the changelog is big and doesn't even cover everything - I skipped most things that were relevant only to the pre-release builds to keep things shorter - you can check #devlog if you'd like more details. There are some non-setting related additions and fixes as well, for UIX, grab instancers, inspectors, parsing, networking and more! And before we get into the details of this update, I'd like to extend a huge thanks for everyone in the community who has helped us test the prerelease builds and provide feedback! You helped us get this across the finish line for the initial version and get it as polished as it can be for the wider community. All the pre-release contributors are: @mpmxyz, @probableprime, @bluecyro, @troyborg, @kierdran, @nytra, @shininghero, @art0007i, @sveken, @stiefeljackal, @cerealbowlsystem, @dustysprinkles, @ohzee, @jackthefoxotter, @foolishsnowmew, @kulza, @zyro1331, lxw404, @readun, @rellik66, lyoth13, @shrikealvaron, @zyzylian, @electronus, @modernballoonie, @epiceaston197, 5H4D0W-X, @orange3134, @decoybird, @akiram_, @kodufan, Mr-CostlessClaw (and possibly others, poke us if we missed someone, as GitHub makes it hard to get list of contributors! ;_;) But of course this doesn't mean that you can no longer provide feedback! If you have issues or feature requests, feel free to make an issue! Anyway, I hope you all will enjoy this update and what's to come in the upcoming days! I'm really glad this is finally out, which now frees our hands and makes lots of things significantly easier going forward!
Hello everyone! This is just a tiny update, most of my time has been going into the settings UI (see #devlog for more!), but the MMC24 badges are here! There's a few smaller things that accumulated in the meanwhile too. Compatible with previous build, but you won't see the new badges unless host is running updated version.
Hello everyone! Just a small build with some polish for the previous one and merging in some more fixes from Prime. Compatible with previous, but update recommended!
Here's a whole bunch of bugfixes and tweaks (most of them from @probableprime who's been working on them for past few weeks)! Also few neat new things. You can now make particle system brushes, which can create all kinds of pretty effects and be useful for other things. Most of my time still goes into the new Settings UI still, you can watch progress in #devlog, but I wanted to pull in a bunch of the improvements and have a little intermission, so here it is!
Hello everyone and congrats on getting on the finish line with MMC! I've seen bits and pieces so far and it's looking amazing so far! I can't wait to start going through all of the entries myself. To make the browsing easier, here's a small update which includes filter for MMC24 entries to make browsing easier for everyone. There's a few small tidbits too that were done. I've been mostly heavily focused on the new Settings UI and systems needed for that, so there hasn't been much other stuff. Also compatible with previous build!
Hello everyone! I got just a small build today for you, I spent some time in meetings, processing some business and catching up, but there's a few improvements. Compatible with previous build, but update recommended - you might run into some weirdness otherwise (e.g. if one user imports Instagram video, it won't load for users who are on older build).
Just a small quick bugfix, the updated BepuPhysicsV2 had forgotten debugging code in it, which caused memory leaks when computing convex hulls. This pulls in updated version which should fix that! Compatible with current.
Just a small bugfix release, fixing a few issues. Compatible with previous.
Just a small bugfix release, fixing a few issues. Compatible with previous.
Pushing a security hotfix and some more diagnostics. Compatible with previous, but update recommended.
Just a small build, I'll be working more on the Settings UI systems, but this gets one important bug out of the way - the sessions reverting to a world randomly and few other things. Compatible with previous build.
Hello everyone! Just a small build sorry! This implements the last part of the security improvements mentioned in the incident report, tying the session tokens into specific machine info. This improves the security. For example if someone managed to extract your token from your local database, they would not be able to use them to access your account even when the token is still valid, because we mix it in with additional machine details at runtime now. It doesn't stop someone from accessing your account if they got full access to your machine, but little can at that point (other than not using "Remember Me"). The build is compatible with last. Don't need to rush to update, but you'll get a bit better security and few small tweaks if you do.
Just a small update! This has some more security improvements based on the recent incident. Also cleaning up a few small issues. Compatible with previous.
As some of you might've heard, we discovered a security issue earlier today and asked users to update immediately. We apologize for the inconvenience this has caused. This is a report on what happened and how we have addressed the issue.
This build fixes a security issue. To ensure you're not affected, please update to this version immediately if you're currently running older version. Details will come soon!
Hello everyone! This is mostly just small bugfix release, cleaning up a few things. I'm trying to put more of my focus now on the Settings UI rework, but these things were fairly important to cleanup and polish some recent changes.
Hello everyone! There's a bunch of goodies in this build! You can now copy images/textures into clipboard directly and paste them to MSPaint, Photoshop, GIMP, Telegram, Discord or whatever right from Resonite! It's easier to paste them back too if you want to make edits outside. A bunch of other things got improved - grab instancers, ProtoFlux wires are nicer now, storage sharing gives more info, encoding WebP was switched to faster (thanks to a community contribution to our fork of FreeImage!) and lots of things got fixed up. I think this is probably last build where I focus on cleaning up a bunch of "random" stuff and will switch back to working on the settings again, so it might be a bit quieter with the builds for a bit, but I'll keep you posted in #devlog!
Small hotfix, looks like the native sockets in LNL are causing problems, so we're disabling them for now. Compatible with previous, though update recommended to avoid networking issues.
Hello everyone! This is relatively small build, we're updating the LNL library used for network transport! This should bring some improvements for overall performance. We're still bringing up new bridges and relays, so some connections might be sub-optimal, but things should work. There are also some new network statistics and corresponding nodes to help diagnose networking issues.diagnostics.
Hello everyone! This is mostly a bugfix release, cleaning up a few issues that were quick to fix. There's also a new internal feature, which is a pre-work for updating the LNL networking library, which will come soon (I'll probably have a pre-release build tomorrow) This build is compatible with previous, but update reocmmended to get the bugfixes!
Hello everyone! This build is quite focused on specific issue, but I'm pushing it now, because I don't want it to be held up by other things and the changes were pushed to cloud already as well, so it's best the build matches it. Sorry it took a bit, this issue ended up being a bit of a rabbit hole. This reworks how 3D textures are implemented and handled, in order to simplify some things in the engine and resolve a number of errors with those textures - notably LUT's being darker than expected, which broke color grading and number of other effects (e.g. colorblind filters and such).
Another hotfix, fixing some more startup issues for Linux headless. Compatible with previous. I go get food now >///>
A quick hotfix for some issues with the updated build process, sorry for the issues! This is compatible with previous.
Hello everyone! This build is relatively small, I've been re-setting up my build environment and getting back into the swing of making builds on my main PC since I've returned from travels, so I haven't started on some of the heavier stuff yet. However there are some important bits. Importantly, we switched out open source dependencies to use NuGet packages built by CI/CD! This doesn't change anything directly on your end, but it saves a lot of time on our end - we'd sometimes spend literally days just getting the environment ready to build Resonite - which means days of not being able to work on other, more useful things. With the upcoming Metaverse Maker Contest 2024, there's now a sponsor badge! You can still get yours if you sponsor the event! There are also some optimizations to ProtoFlux wires, which should help improve performance when you're working with lots of nodes! I've implemented optimization to RenderTransformOverride too with skinned meshes, which should improve performance and stability a bit. It's not the main fix yet, but it should help. Anyway, there's more coming now that I'm back home, so keep a lookout for more stuff!
Pushing out a small hotfix for the last update, which should get rid of a number of crashes. Compatible with previous, but update recommended.
This is the first build of 2024, hope everyone had a happy new year and overall holidays! The major thing in this build changes how ProtoFlux updates in disabled or inactive hierarchies. This improves behavior and should provide a performance bump, particularly in worlds or with items/avatars that use culling. Since this is a change in behavior, there might be some breakage, but generally this should be better behavior overall and fix some legacy content that was designed with this behavior. We did some testing too with the community, so hopefully things will run pretty well!
Just another quick fix for the document display. Compatible with previous.
Just a small hotfix for the PDF import. Compatible with previous build.
Resonite now officially supports PDF files, based on popular demands from our educational users! You can import .pdf files and navigate the pages, very large documents are supported too - you can view PDF's with thousands of pages without severe performance impact. IMPORTANT: In this build, the viewer UI is very barebones, content team will be working on a much nicer UI soon, so there's still more to come! This introduces new internal asset type - Document, of which PDF's are only supported format right now. There is component for rendering the document pages into texture (you can have multiple pages rendered out of the same document at the same time) as well some metadata. We will add more as time goes (e.g. access to bookmarks and other metadata). The document viewer UI also uses the same entity interface system as video/audio players - meaning you can make your own (or customize the official one) and set it as your favorite! There are some other additions in this build too, like proper support for Cubic Bezier curves for animations (and exposing it as nodes too). [previewyoutube=cOP2Cc3vRWE;full][/previewyoutube]
Just a tiny build today, I've spent most of the day wrangling accounting stuff, business stuff and team meetings, sorry! There's a few bugfixes at least that I don't want get held up.
Hello everyone! Today is mostly a bugfix build, fixing some issues that people had with syncing, contacts and crashes with ProtoFlux (particularly with heavy websocket usage). I'll try to refocus back on settings UI soon, but there's still some priority issues that are affecting the platform usability for some people. IMPORTANT: You might see a bunch of contact requests pop in your contacts list as a result of this update (might happen a bit after too, as it's a job that's running on the cloud). This is for people who have migrated you as their contact, but you haven't migrated them. You can either accept or ignore those as any other contact request.
Ooof, I'm finally getting this build out, sorry it too so long! This has a lot of bugfixes for asset processing, particularly for the asset processing system. This should fix a number of crashes that have been happening recently too. This started over a week ago, when I noticed issues popping up with asset processing. Turns out, there has been a whole bunch of them! But they should all be sorted out now. And one good feature that comes out of this - we have significantly improved DDS support now! If you got DDS files, you should be able to import a wider variety of them with different encoding. The support is not 100 % - there's a lot, but it's been increased. A big feature from this is that if the DDS includes pre-computed mipmaps, the asset variant system can now use those, instead of computing its own, which lets you make a lot of cool effects. IMPORTANT: Also note, since this updates the asset variant system, textures might take a bit longer to load for a bit, as new metadata/variants might need to be computed.
This build is same as previous, but fixes issues with AccountDump not working, due to some files not making it into the Steam build (reported by @hazre and @j4.lc)
Hello everyone! Sorry for the lack of builds lately, things have been fairly busy on the business/administrative side, which took a fair bit of time away from actual development. We've had to temporarily put the Settings UI rework on pause too to address some requests and issues relating to GDPR, to ensure that users can get full access to their data. This build introduces a new tool - AccountDump, which lets you download all your personal data to your machine! We have more tools coming in the pipeline, with graphical interface and customizable options, but those will take a bit more to finish.
I overlooked another thing, sorry! Another hotfix. Compatible with previous, but strongly recommended to update to this one!
Quick hotfix, makes new assets load properly. Sorry for the inconvenience!
This is relatively small build, with some bugfixes and notably adding ability to export data from your local database. There is more you'll be able to do with this later, but this is a step to get it out in a human readable format (for the records), which is necessary for some GDPR compliance. I've been focusing on the setting system and we had a number of other administrative things come up that we've been dealing with, so things are a bit light on builds unfortunatelly, sorry! But hopefully these few fixes and tweaks help a bit in the meantime.
Mostly small build, I spent quite a bit of time updating our dependencies and cloud to .NET 8 which released recently. There's new function for sorting blendshapes now too! This should make it easier to deal with blendshapes being in different order when transferring meshes and such.
The last build is not actually compatible with previous, I didn't realize that some embedded type references have changed with the refactoring. I'm sorry for the trouble! Please update to this build ASAP if you're on previous too, as some things might not load properly.
Just a small build, want to get a few fixes out. Currently my main focus is on the new setting system. This one's compatible with previous build!
I'm pushing a few more things that I wanted to get out of the way before I start coding the new settings system. This should fixup some crashes and other issues. I'll be starting coding work on the new settings system now! It'll take a bit before there's anything visible, there might be some more smaller builds in the meanwhile.
A bunch of small additions and bugfixes. You can now override materials in rendering contexsts, we support HTTP proxies, have Discord integration there's some new nodes and inspector options. Sorry that there's not more for past few days, writing up the issues and everything took a good chunk of time away from working on the build itself.
A whole bunch of bugfixes, many of them for ProtoFlux and did a fair bit of work on on the display nodes and a bit on input ones to make them a bit better. There's more to do still, but hopefully this helps! Also you can now drag/drop actual direct values in some cases now. It's testing the waters a bit with that, right now you can't grab those values in the inspector yet, I'll have to add a thing for that later and see what fits there nicely, but it's a start.
First build that I made on my laptop while in the US! I'm sorry it took so long, it took a bit to sort out the build issues, go through our dependencies and update them, but now I'll be able to make builds way faster that everything is working again, plus we're a fair bit closer automating the builds completely in the future as well. There's been a lot of changes in the background too to cleanup and improve our build process, which you can't directly see, but that will make stuff easier for us going forward. This build is mostly dependency updates - some libraries got updated to latest versions (like Assimp for model importing, MessageFormat.NET, which now includes more comprehensive set of pluralizers) and so on. I'll start working on a number of issues and features tomorrow now that build process is out of the way. Keep an eye out on any issues, since a lot of stuff got updated, some things might've broken. I did a pretty thorough testing, but it's possible I missed some things.
Just a tiny build sorry! Spent a lot of time busy with errands, sorting out some dependencies (which shouldn't have any user facing changes) and I just got my COVID shot earlier today, so I want to get some of these changes out of the way, because I don't know how I'll feel over next few days. There's bugfix for a crash, another fix for the exit screen and bunch of locale updates.
Sorry, a bit smaller build today. Was sorting out some administrative/business stuff and one of the additions turned out to be a bit of a rabbit hole. But this should fixup a few more things and adds a new ProtoFlux node for async!
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