Skip to content

V.2.1.0

Compare
Choose a tag to compare
@TheNexusAvenger TheNexusAvenger released this 07 Apr 01:25
· 136 commits to master since this release

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 Positions or CFrames.
  • 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 the Humanoid 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 SurfaceGuis. 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.