RELEASE NOTES - 2024-12-19

New features

Narration text

Set narration text by clicking the "SetText" button in a step.

Can change between steps.

Improvements

New starting menu

The placeholder is finally getting replaced!

Special thanks to "Craket" for the visual design of the menu.

Chordal spline interpolation

Spline interpolation is now computed using chordal catmul rom (rather than uniform catmul rom), offering smoother paths.

Additions

New body type - BBW2

Ilinir

Fraenir

Marlin

Casey's donkey boyfriend!



New dragon templates

New giraffe templates

New horse templates

New female canine template

New female bear template

Other

  • Added "NeckStiffness" slider to character in interactions.
  • Added "blank" map to scene selection in interactions.

Changes

  • MouthPoint will now have the same orientation as an unrotated character by default.
  • There is now a minimum limit to shaft length and thickness to avoid issues.
  • When adding a penetrator to a coupling, their shaft's erection will now be set to 1 and a keyframe will be created on the default timeline.
  • Shaft hiding now uses 300 degree angle to determine visibility (rather than 180 degree cutoff).
  • Tweaked shaft joints to reduce oscillation and clipping, especially during erection 0.
  • Upgraded 7zip library to latest version.
    • (You should upgrade 7zip too, if you have it installed, since there is an extremely serious bug in releases prior to 7-Zip 24.08.)
  • Removed derivative status of templates:
    • Female_Bovine
    • Female_Dragon
    • Female_Deer
    • Male_Deer
  • Cloud browser will no longer ask to switch mode if scene's object count is 0.
  • Removed "Colliders" from physical chains.
    • (This was old residue and wasn't doing anything. Any part you add - collider or not - will collide if you check their "GenerateColliders" property.)
  • Replaced "Reveal all" (Shift+H) and "Hide all" (Control+H) with "Toggle all nodes" (Shift+H) in pose mode.
  • Changed toilets in RLD to use SDF collision rather than mesh collision (optimization).

Bug fixes

  • Fixed an issue where parenting a physical chain to a node, and then moving the parent node would incorrectly offset the physical chain.
  • Fixed an issue where physical sub parts of parts wouldn't work properly if node was moved.
  • Fixed an issue where garment surface binding wouldn't work correctly in some edge cases.
  • Fixed an issue where eyes could look down when entering physical chain editing.
  • Fixed an issue where spline interpolation wouldn't loop properly.
  • Fixed an issue where garment would get re-enabled in certain situations, even if disabled.
  • Fixed an issue where setting shaft thickness to 0 caused issues.
  • Fixed an issue where changing a model for a part would make any part instance get re-enabled, even if it was disabled.
  • Fixed an issue where adjustables for custom bind poses wouldn't be imported properly upon character load.
  • Fixed an issue where changing shader of a sub part wouldn't update the parent part's mirror.
  • Fixed an issue where exposed subparts of mirrored parts wouldn't be possible to manipulate in interactions.
  • Fixed seams not connecting and improved overall shape on scaliedigitigrade2 for female athletic 2.
  • Fixed an issue where giraffe neck would get odd seam at neck if rotated.
  • Fixed an issue where Garment/Areola&Nipple binding could be incorrect.
  • Fixed an issue where "Mirror Special" command in pose mode would show up as "Space", even if it was "Shift+Space".
  • Fixed an issue where you were able to set up circular coupling hierarchies, which resulted in crash.
  • Fixed an issue where steps from other scenes would show up in the Goto Step event action.
  • Fixed an issue where changing resolution of a part wouldn't update fur renderer.
  • Fixed an issue where changing layer order wouldn't update mask textures.
  • Fixed an issue where gizmo could be shown in screenshots in interactions.
  • Fixed an issue where nodes would always show after taking screenshot in interactions.
  • Fixed an issue where "Copy from base" in shaft would override name.
  • Fixed an issue where shaft would be rendered when going into smoothing or exclusion mask editing.
  • Fixed an issue where attaching a hand node to a character's breast (Breast A), and then to the character's other breast (Breast B), would keep hand-breast-collisions disabled for Breast A.
  • Fixed an issue where flipped exposed parts would not be possible to manipulate in pose mode.
  • Fixed an issue where flipped parts would get mirrored when entering pose mode.
  • Fixed an issue where attaching a node to shaft could cause character pose to spass out during load.
  • Fixed an issue where characters could look in the wrong direction in interactions upon load.
    • (NOTE! Is only fixed when loading a new interaction.)
    • (If you want to fix it for old interaction, then load it, go through each scene and let it come to rest, then save.)
  • Fixed an issue where entering or tweaking floppy shaft configuration would incorrectly refresh textures.
  • Fixed an issue where changing tongue model while root scale wasn't 1 would cause issues.
  • Fixed an issue where editing order of tongue properties could give different outcomes.
  • Fixed an issue where random movement options weren't saved for "Look at Target", "Empty" or "Coupling Direction Override".
  • Fixed an issue where exposed sub parts of parts in a duplicated object would cause issues in pose mode and interactions.
  • Fixed an issue where returning a character to pool wouldn't fully restore it, causing subsequent add to scene to corrupt character.
  • Fixed an issue where deleting a duplicated part with sub parts caused app state corruption.

RLD

  • Fixed an issue where certain meshes were not culled properly, improving overall visual consistency.
  • Added missing colliders to sinks, ensuring proper player interactions on the map.
  • Resolved a texture glitch on parking lot windows, "white glitch defect".
  • Corrected broken UVs on the "Dome" ceiling lights in the red and blue rooms, fixing lighting inconsistencies.
  • Fixed an issue where an invisible collider was blocking movement in the downstairs area.

Creation Station ("default")

  • Adjusted reflection probes to properly reflect light on shiny materials, restoring their intended appearance and improving visual quality.