Skip to content

Two Forks VR 0.0.14

Compare
Choose a tag to compare
@Raicuparta Raicuparta released this 08 Feb 20:53
· 146 commits to main since this release

tutorial

  • No longer forcing minimal UI. This is a base game option that hides the reticule, tutorials, and most of the input prompts.

  • Show correct VR input prompts in most situations (for instance, in menus, while holding objects, while targeting an interactive object). I wanted to show icons, like in NomaiVR, but the icon system in this game is hard to replace. For now, the text prompts work pretty well. I might look into adding icons in the future (or give the controller models another shot).

  • Show VR-centric tutorials. This hooks into the base game's input tutorials, and teaches you the VR controls.

  • Use hand orientation for "wave receiver" (fancy compass) instead of player body orientation.

  • Allow for dragging and swiping UI with the hand laser. So setting sliders can be adjusted by dragging (instead of just clicking), and scrolling can be done by swiping, which is really nice. This is particularly useful in the notes / inventory screen.

  • Show notes text in notes screen UI (so that you aren't forced to squint and read the note objects in your hand).

  • Hide unusable tools from the tool picker.

  • Cleanup VR settings menu. Organized it with categories, and made it less blurry.

  • Made the HUD a bit smaller, to make it easier to see the prompts and text in the periphery. This might be getting a bit too small to be readable on some lower resolution devices, so I'll add a setting to configure this scale in a future update.

  • Made the pause menu background color dark to improve readability.

  • Pause button can now be used to exit the pause menu.

  • Tried to fix some interactions requiring you to move away able to use them. Most problematic example is when boarding up the watch tower windows. Couldn't find a clean solution and had to resort to a hacky fix, hopefully it doesn't affect other sections of the game.

  • Prevent menu UI (pause menu, notes screen) from drawing on top of everything else. Only in-game HUD draws on top of everything now. There are still some edge cases where it fails, but shouldn't be too big of a deal.

  • Prevent rotating while tool picker is open (this caused a lot of accidental turning).

  • Remove "quit to menu" option. This thing caused so many problems, it's easier to remove the option than to try to work around it. The only way to go back to the menu is to quit the game entirely and restart. Shouldn't be much of a problem, since there aren't that many reasons to go back to the main menu. The game still goes to the main menu after the final credits, I'll have to deal with that in a later update.

  • Removed controller models with pretty button hints. I kept running into issues with it, and even the setting to toggle the models wasn't working right, so I'm giving up for now, and relying only on text prompts for the inputs.

  • Show button for exiting the notes / inventory screen.

  • Show disposable camera UI (remaining shot count), attached to the camera itself.

  • Fixed "trigger" input prompt showing up at incorrect times (usually during dialogue);

  • Fixed map cloth not being affected by vr hand movement.

  • Fixed map texture some times becoming all fucky after loading another save.

  • Fixed player being allowed to rotate while paused.

  • Fixed slow / backwards movement while teleporting.

  • Fixed some objects not being attached to the hands at their correct positions.

  • Fixed teleport UI showing while paused;

  • Fixed tool picker being allowed before it's ready (like in main menu), which caused errors.

  • Hopefully fixed game crashing when loading a save that was created during one of the intro scenes.

  • Hopefully fixed tool picker some times becoming reversed (equipping when it should unequip and vice-versa).