Releases: whateverusername0/VRTRAKILL
0.15 - CBUII
Changes:
New stuff:
- Added hands to controllers for moar immersion.
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- Downside: there's only quest models atm. (Might add more variety later, but it's not guaranteed).
- Implemented (fixed) controller-based UI interaction.
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- The only downside is you can only have one ui controller, which is determined by your dominant hand.
- You can now use whatever controller to interact with the UI.
- Controller lines are actually working.
Bugfixes / Small tweaks:
Aligned all weapons rotations to fit in the crosshair.Made 4-S work.- Converted more texts to VR (e.g. book's "Punch to CLOSE").
Full Changelog: 0.14...0.15
0.14 - QoL
Changes:
New features:
- A normal tutorial (in many places e.g. prelude intro)
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- (also LMK if there's some boxes that i've missed, ty)
Bugfixes:
- Moved the neck to where it belongs.
- Fixed whiplash hook being inside of the hand.
- Fixed spectator camera collision.
Also new version policy:
New features - 0.x
Bugfixes - 0.0.x
Other stuff - 0.0.0.x
Full Changelog: 0.13...0.14
0.13 - GTFOTW
Bugfixes, polishes and other doodads.
Changes:
New features:
- Anti-wallclip system (will not work on certain walls, but that's not on me) #74
- Spectator camera: removed wall clipping by pushback.
Minor tweaks
- UI: made ranking screen wider. (or shorter?)
- Aligned sandbox hand because it was slightly off to the left.
- VRAvatar: added back neck. (with IK)
- Made config keybinds case insensitive.
Bugfixes:
- Fixed velocity-based punching crashing the game. #85
- Fixed snap turning breaking the game. #81
- VRAvatar: made V1's head hidden in first person but visible in third person. #90
- Fixed sliding & dashing being "not that powerful". #80
Also minor codebase improvements, which shouldn't affect the game/performance much.
Other people's contributions
- Add default bindings for HTC Vive by @roklc in #87
- A light mode variant of DCB_Vive.png by @roklc in #88
Full Changelog: 0.12...0.13
0.12 - Return to Arms
Thought of a cool name. Almost everything is done.
It's a good practice to delete your config files every update, so that they can be regenerated again.
Changes:
- Massive simplifications and optimizations. (shortly more fps)
New Features:
- Added VR Avatar (representing V1) with dynamic arms. (using vrik)
- Added hand poses for each weapon that does not have them.
- Added a spectator camera, which can now be toggled by keyboard. (configurable)
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- Added Kinematic Mode. (automatically switches camera modes (from FP to TP, etc.))
Config:
- Reworked the config from the bottom up.
- Rearranged all of the stuff.
- Removed hand gestures placeholders.
- Removed "enable standard hud" option since it's now toggleable in the settings.
- Added VRTRAKILL Keybinds tab.
- Enabling DesktopView is unnecessary since it's now toggleable by keyboard.
Gameplay:
- Moved the crosshair to UI layer. Expect desktop view get goofy, unless you have the same FOV on everything.
- If you have VR Avatar on, the rocket launcher will be glued to your forearm. (megaman style) (have fun aimng w/ that lol)
UI:
- When shopping or in main menu, the crosshair will now at where you look.
- Fixed standard hud not disappearing/appearing after toggling it in the settings.
- Added reverse poses for standard hud.
Other cool people's changes
- ermmm minor spelling mistake 🤓☝ by @NavaShield in #79
Full Changelog: 0.11.2...0.12
0.12 Preview 1
Changes
- NOT from 16/7/23: Tweaked UI a bit again, hopefully there'll be no mo bugs.
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- from 16/7/23: There WILL be bugs. Controller-based UII is still broken and hud sometimes acts a bit unwise.
Game:
- Added V1 rigged VR body with VRIK, different arms, etc.
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- Pausing the game will freeze the rig in place (but not your hands).
Added hand poses for each weapon.
Config:
- Now restarting the mission will also reload the config (or now you can change values without restarting the game).
- Changed default movement speed value from 0.57 to 0.6
Bugfixes:
- Fixed a bug where you can't press anything during transition between acts (#59)
And other things i forgot to add.
Updating
To update the mod, you can download the latest release and then download the currect release's .dll file and vrtrakillasset bundle (+ .manifest), then merge and replace. Or download the .zip file and install it like that.
Full changelog
"damn i love pushing raw and extremely buggy releases to the public that will most certainly not judge me or flood the issues tab with actual bugs. oh well, who cares? i don't, blehhh 😛, off to my "vacation" for a week or two"
0.11.2
regenerate your configs
Changes:
- Brought back revolver recoil (and "fixed" it's rotation in some cases).
- Replaced DNOMV with a speed/jump power multiplier (#58)
The player will not be able to pass through the walls (hopefully).- Added a new default bindings set for Windows Mixed Reality (thanks to ).
- Fixed a couple critical bugs (i forgot to write them down).
- Added an option to switch between punching using velocity and what's in front of the fist.
0.11.1
Changes:
- Changed punching mechanism to detect velocity instead of what's in front of it
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- (basically you can now punch in any direction)
- Increased your movement speed because i fucked up and my "calculations" didn't work.
Full Changelog: 0.11...0.11.1
0.11 - Left-handed mode & QOL
Regenerate your configs again (delete them and the mod will generate a new one) :)
Changes:
Config:
- Renamed/rearranged a couple entries and made "Hand swap" work.
Gameplay:
- You now have to hold the punch button and then fling your arm to punch.
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- Punching also does a sound now, since it won't be that annoying.
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- (to prevent knuckleblaster from knuckleblastering after punching immediately release the punch button)
- Made the character move/jump values equal to the base game (he's now the same speed as v2).
Other:
- Main menu template controllers will now appear and disappear in the intro sequence.
- Revolver's scale (both alt and regular) is now equal.
- Revolver's hand rotation is now fixed to the controller, meaning no recoil and no unwanted rotations when using the sharpshooter.
- Revolver's beam is now farther away and smaller, making it look like it really came from that revolver (lol).
- And some other stuff I forgot to add (meaning it's useless, or at least i think so).
0.10 - Movement-based Punching
DELETE YOUR CONFIG OR MOVE IT TO "/plugins/VRTRAKILL" FOLDER (AND THEN DELETE IT)!
Changes:
Config:
- Moved config file to a new spot.
- Added an option to not use controller aiming for whiplash (will use camera aiming).
Gameplay:
- Implemented movement-based punching (whiplash is still bound to a button).
- Implemented 4-S first-person camera (toggle in config).
Visuals:
- VR-ified the fishing rod from 5-S (the string looks shitty atm, will be fixed in future updates)
Technical stuff:
- Made config file get read only once (instead of every time when checking something).
Controller-based UI interaction still doesn't work. idk how to fix it. i need help 🥺
Also everything is toggleable in the config. If you don't like something - toggle it.
Full Changelog: 0.9...0.10
0.9 - Big QOL Update
I really planned on releasing controller-based punching, but the stuff that I've done besides the main goal is just too massive to release in a single update and I couldn't wait any longer to release it. So expect movement-based punching coming very soon in 0.10 (fr this time). Also REGENERATE YOUR CONFIG FILES!!!
Also if you want to play the 0.10 update early, a crappy version of movement-based punching is now toggelable in the config, but really all you can do is move your hand around.
Changes:
Config related:
- Completely reorganized config.
- Implemented more gameplay settings, such as:
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- Enable/disable controller-based aiming (disabled: look at where you want to shoot),
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- Enable/disable controller-based punching (disabled: look at where you want to punch),
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- Enable/disable vr arms (vrik) (does nothing for now, it's just there).
Gameplay:
- Sandbox arm elements, items, hands, etc. now actually get correctly rendered without any crutches.
- Controller-based sandbox arm selection/interaction.
4-S first person camera.(will be in 0.9.x or in 0.10.x)- Expanded input system, allowing you to set mouse buttons as inputs (middle mouse button, m4, m5 may not work at all).
Bugfixes:
- Fixed a bug when during calibration you cannot continue playing.
- Fixed controller lines being rendered in a wrong way (hopefully).
Fixed middle gun position making the model big.- Fixed controller UI interaction (it should actually work now).
Tweaks:
- Sandbox Hands are now positioned correctly.
Technical stuff:
- Made a custom patcher to easily selectively patch/unpatch classes.
Full Changelog: 0.8.6...0.9