SteamVR has been updated with the following changes.
SteamVR Input
- Added the new SteamVR Input system. [url= https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680]Read More here[/url]
- Added the new SteamVR Skeletal Input system. Read More here
- Added two new VR Input actions: 'Open Dashboard' and 'Close Dashboard'. These are not bound by default.
- Added support for haptics output in the gamepad driver
- Changed handed controllers (Windows MR, Oculus Touch, Knuckles) so they are detected as left/right hand immediately instead of waiting for them to start tracking.
- Changed Vive Trackers to return “TrackedDeviceClass_Controller” for their device class when they are configured to be handed.
SteamVR Input SDK:
- Fixed boneCount in InputSkeletalActionData_t always being returned as 0 instead of the actual bone count.
- Fixed rchRenderModelComponentName in InputOriginInfo_t always being returned as an empty string instead of the name of the component for that input origin.
- Implemented ShowActionOrigins and ShowBindingsForActionSet.
- Implemented GetActionOrigins.
- Implemented GetOriginLocalizedName.
General
- Fixed crash in apps using an OpenVR SDK newer than 1.0.11.
- Fixed a bug that caused available firmware updates not to appear.
- Improved hidden area mesh for Vive and Vive Pro. Vive saves an additional 3% of rendering, and Vive Pro saves an additional 7% of rendering.
- Fixed laggy chaperone bounds in non-async mode.
Knuckles
- Fixed support for Knuckles prototype hardware.
Linux
- Fixed Vive camera not working on 3.16 kernels
- Fixed Vive camera not working on first SteamVR session after plugging in the HMD
- Fixed the compositor crashing on startup on systems with unified memory or large apertures
SteamVR Home:
- Added four new maps (see blog post for details)
- Added TF2 sentry collectible
- Added asset pack system to allow destinations to share assets
- Reorganized community wall to see a lot more games
- Added Steam and Desktop panels (same as SteamVR panels, but movable)
- Changed all spawnable panels to be grabbable from anywhere (was just the edges)
- Added Vive Pro headset avatar item for HTC Vive owners
- Added Knuckles EV2.0 bindings and controller model.
- Force correct controller model when user starts SteamVR with controllers off.
- Fall back to local config file if cloud read fails (helps prevent loss of quests, savegames, and whether user has completed the tutorial)
- Made quick inventory respect GameRules:SetPlayersCanSpawnTools
- Users can rebind actions through SteamVR Input
Linux:
- Fixed some parts of vrdashboard disappearing
Lighthouse:
- Fixed a case where an object wouldn't track due to a bad saved calibration value.
- In Settings->Bluetooth, enabled optical channel conflict resolution for Vive Pro users using Base Station 2.0.
- Make Base Station 2.0 confict warning less sensitive.
- Improve tracking quality when base stations are far apart.
- UI improvements for Base Station 2.0 Configuration.
Vive Pro HMD, Controller, and Tracker 2.0 firmware:
- Support for all SteamVR Tracking 2.0 base station channels
- Better error reporting when multiple 2.0 base stations are on the same channel
- Fixed an issue where the trigger value on some controllers will not return to 0
- Fix Vive Pro audio quality issue after pass through cameras have been enabled.
Oculus:
- Changed SteamVR haptic calls into the Oculus SDK to work around some issues with simultaneous haptics from multiple controllers.
