v0.1.0-alpha.6.2
·
5 commits
to master
since this release
Physical hands that respect the world, measured equipment grips, and much more forgiving doors, drawers, hatches, pickups, and opening-area mechanisms.
Fixed
- Visible hands now sweep an approximate physical volume through static scenery, resolve overlaps, and slide along surfaces instead of freely crossing walls and furniture; correction lag is bounded so a deeply blocked pose cannot strand or permanently hide a hand
- Tracking loss is isolated per hand and has a short grace period, preventing one transient invalid pose from removing both rigs
- Finger fold axes turn into the palm consistently on both rigs; the little finger no longer rotates backwards (the short thumb chain remains static by design)
- Flashlight, glowstick, hammer, pickaxe, broom, flare, and dynamite placement is calibrated against reconstructed object geometry and the hand's closing-finger volume instead of a fixed visual palm offset
- VR interaction selects the joint whose child body was actually grabbed, so the opening snow hatch drives its lid joint rather than the wheel joint and is substantially easier to lift
- Inserted handles forward interaction to the mechanism they drive: the steel bar near the opening hatch can now turn its support after placement instead of requiring the player to grab the support itself
- Hinges use circular pick-point motion and sliders project onto their permitted axis, making lockers, drawers, doors, wheels, and levers less resistant and less prone to drifting off-axis
- Locked swing doors retain their hinge axis and stop around their locked angle, including the tutorial door blocked by its padlock
- Small and light pickups, including inventory items inside cramped lockers, receive stronger hand-nudge assistance; heavy, large, or breakable props receive a restrained response so bare hands do not casually explode barrels or punch loaded crates across the room
- Held objects follow the collision-resolved physical palm pose while targeting and direct nudge preserve the raw controller intent
- Locomotion no longer computes the head-rotation inverse twice per frame
- The sound source filter is only pushed to the driver when it actually changes, instead of re-issuing identical state for every audible sound each update
- VR eye framebuffer descriptors are zero-initialized, so a failed allocation attempt cannot destroy unrelated GL object names
Added
- Per-item
VrGripPoint,VrGripRadius, andVrGripTwistmetadata: the attachment aligns a measured grip point with the closing fingers, derives curl from handle radius, and twists around the grip pivot scripts/analyze-vr-grips.py, which reconstructs HUD-object geometry and hand skeleton poses, reports grip slices and bounds, and validates anchors without requiring repeated in-headset guesswork- Scale-free physical palm transforms and contact-distance prioritization for world selection, independent of the tiny visual mesh scale
- Joint-selection and nudge diagnostics for map-specific interaction tuning
- Release identifier (
Penumbra VR vX.Y.Z) logged at the very start of every boot, independent of the SteamVR input path - Environment fingerprint in
hpl.log: Windows build, RAM and free 32-bit address space, real GPU vendor/renderer/driver — plus remaining address space recorded at crash time - Controller bindings are now generated from a single declarative spec (
scripts/generate-bindings.ps1); the build fails if the shipped JSONs drift from it - Unit tests for the pure VR math (tracking-space transform, recenter invariant, stick dead zone) run on every build and in CI
Known limitations
- Hand collision uses one approximate palm/hand volume, not individual physical fingers; some clipping around thin geometry, handles, and animated fingers remains possible
- The current hand asset has a short static thumb chain and a fused ring/middle mesh, so it cannot produce a complete anatomical wrap around every handle
- The original global player state still permits only one active grab; simultaneous two-object holding and two-hand constraints are not implemented
- Bundled equipment is calibrated individually, but unusual or map-specific held meshes may still need their own grip metadata
Install
- Download
PenumbraVR-v0.1.0-alpha.6.2.zipand extract it completely. - Run
Install-PenumbraVR.bat. - Start SteamVR, then launch Penumbra: Overture from Steam.
Package SHA-256: 048019b2b13f5a3931217f8ed270a83bc56a4f545a7e74f4f1b21d1845c90f22
Full changelog: v0.1.0-alpha.6.1...v0.1.0-alpha.6.2