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Quest Home Editor v0.10.15

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@xAstroBoy xAstroBoy released this 22 Jul 11:14

Quest Home Editor v0.10.15

Animation

  • Far-from-origin spinners fixed (synthwave, steam_void, japan fans, shark_reef). A mesh whose rotation loops a sub-360° segment (e.g. 120° over 1.667s repeated ~20× inside a 33s clip on a 3-fold-symmetric mesh) baked as a sawtooth, so the device NLERP'd each internal reset as a fast backward flick. The cook now re-accumulates it as one continuous spin (SPIN-UNWRAP), keeps each interpolation step small on fast spins (SPIN-DENSIFY), and a scale-independent mirror guard skips negative-scale rotoinversions (outerwilds planets) that previously blew a clip up to 146k frames. Verified across all 81 envs — fires only on genuine spinners, no regressions. Opt-outs: HSR_NOSPINUNWRAP, HSR_NOSPINDENSIFY.

Import / cook

  • GLB import: dropped/opened .glb/.gltf files with embedded textures or non-zero UV sets no longer render black — the importer externalizes embedded images and folds TEXCOORD_N into TEXCOORD_0.
  • Smart floor: every static mesh gets an automatic walkable mesh-collider when the env has no user navmesh; navmeshes also cook as mesh-colliders so you don't fall through.

Diagnostics

  • Version + PC specs (OS / CPU / RAM / GPU) now print at the top of Quest Home Editor.log, appear in the window title, and are prepended to every logcat / diagnostic export — so shared logs and bug reports always say which build produced them and on what hardware.

Credits