Releases: TheNexusAvenger/Nexus-VR-Character-Model
Releases · TheNexusAvenger/Nexus-VR-Character-Model
V.2.1.1
Changes
- Added
Camera.HeadScale
support. - Fixed tools not activating.
- Updated Nexus Instance to fix error when checking if 2 of the same objects are equal.
V.2.1.0
Changes
- Refactored controlling characters to use Humanoid physics over anchored physics.
- Smooth locomotion now properly supports collisions.
- Jumping runs using physics instead of a custom simulation for both teleport and smooth locomotion.
- Climbing and Jumping now work, but Swimming does not have an "intended behavior" at this point.
- Fixed falling through the ground when crouching really low.
- Fixed
Touched
events mostly not working. - Fixed the server not seeing expected character
Position
s orCFrames
.
- Added keyboard support to Smooth Locomotion.
- Added vehicle seat support.
- Added support for joystick and keyboard inputs.
- Fixed the left joystick activating teleporting while in a vehicle seat.
- Fixed character transparency resetting when entering a vehicle seat.
- Added
None
movement type that updates the camera and physics but allows no inputs. - Added goal to face forward instead of persisting in seat. The angle at which the player rotates is configurable with the new
Appearance.MaxNeckSeatedRotation
configuration. - Added snap-turning for Smooth Locomotion. Requires a controller that supports dedicated buttons and a joystick, like Oculus headsets.
- Fixed drifting out of seats when the rotation of the seat changed.
- Fixed the camera not rotated with the seat rotating on the X-axis.
- Fixed the
Animator
missing from theHumanoid
preventing the character from being initialized. - Removed
Movement.UseFallingSimulation
from the configuration. Humanoid physics for jumping and falling will always be used. - (Nexus VR Core) Fixed pointers being behind 1 frame.
- (Nexus VR Core) Optimized pointing at
SurfaceGui
s. Frame drops when pointing should be less common.
Compatibility
- Characters are now unanchored instead of anchored.
Touched
events will start firing much more often, potentially in places where they weren't expected before. - Snapping to the ground is no longer a feature and is not planned to be re-added.
Movement.UseFallingSimulation
in the configuration no longer has any effects.
V.2.0.1
Changes
- Added
/
to type when chat is open. - Added hint on how to close the menu.
- Replication data is now sent to clients only after they send a message saying the listener event is connected.
- Fixed
HumanoidRootParts
not being tweened on other clients. - Fixed collision groups not being checked when raycasting.
- Fixed not being able to sit in uncollidable seats.
- Fixed characters flying off when jumping out of seats. (#2)
V.2.0.0
Versions V.1 was not maintained in this GitHub repository.
Changes
- Changed loader to fetch the latest code instead of using a static version.
- If
MainModule
is directly under the loader script, then it will use theMainModule
instead. Be aware you will not get automatic updates if you do this. The Rojo project defaults to this.
- If
- Added menu. To open, rotate the left controller counter-clockwise and right controller clockwise so that they face upwards.
- Added third-person camera option.
- Added smooth locomotion option.
- Removed comfort locomotion option.
- Added calibration buttons for recentering and setting the eye level.
- Added chat display using Roblox's native chat.
- Added snap-turning to teleport locomotion.
- Added dynamic character scaling support.
- Added support for moving characters by setting the player
CFrame
s. - Added support for sitting in seats.
- Added automatic Nexus VR Core setup.
- Added workaround for the CoreGui's reliance on
HeadLocked
beingtrue
. - Improved math for solving limbs.
- Improved reading VR inputs. Without calibration of the eye level, there should be less squatting.
- Improved clamping the character to the floor by using the hips instead of the neck for raycasting.
- Improved extendability of code, including developer-defined cameras and controllers.
- Teleport locomotion no longer requires pressing down on the trigger. This includes touchpad-based controllers, like Microsoft Mixed Reality and HTC Vive.
- VR character movements are now interpolated for other characters. The character of the controller character is not as it is updated at the frame rate.
- Fixed amplified denial of service attack by spamming replication event with non-
CFrame
s and flooding the logs. - Fixed amplified denial of service attack by spamming replication event with 3 valid
CFrame
s beyond the expected 30hz replication rate. Requests beyond the rate limit will be discarded by the server.
Compatibility
- Reliance on the specific code setup will be broken with this release. None of the scripts are the same or in the same place. If it was forked to add a feature that is not in V2, then a GitHub Issue should be created.
- Comfort Locomotion was removed and not planned to be re-added. A pull request can be created to re-add this.
- The configuration has been removed and simplified from a dedicated module to the loader. If a configuration entry was removed that you relied on, then a GitHub Issue should be created.