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Patch 0.2.0.10

I’ve been on holiday recently (which was greatly needed), so expect more changes and improvements going forward.

Recalling Digby
You can now make Digby immediately teleport to your position by pressing Y on your gamepad, or left grip button on your Vive controller.

Limbo
Graphics of limbo have been toned down to be less "trippy" as requested by a few players.

New Vive FPS controller option
By default in FPS mode you physically face forward in your room and then use your trackpads to rotate and drive your playing area around as in a traditional FPS-style game. This encourages you to keep returning to your forward position to optimise tracking and help you keep an awareness of your orientation in your real room.

A new option in the Gameplay menu, allows you to change this behaviour so that the forward direction is considered to be the direction of your laser pointer. The advantage of this approach is that you don’t have to use artificial rotation. Instead you physically turn the direction you want to travel, point your laser forwards and just press forward (or backward or strafe). You can still use the trackpad for artificial rotation too.

Optional forward indicators
By default, blue transparent indicators remind you which direction is forward. This is one of the ways I try to keep you facing forward for optimum tracking. It also helps you be aware of your orientation in your real room, which should help you stay relaxed and immersed rather than relying on the chaperone unexpectedly popping up and breaking your immersion.

On the Vive with a large playing area, the indicators may be annoying to some, so a new option in the Gameplay menu allows you to hide the indicators.

Teleport bug
A bug has been fixed where you sometimes couldn't teleport to a small specific area in front of you, where the drone appears that gives you occasional advice.

Extending the Oculus tracking boundary
Quietly released in a previous update, there is now a menu option for Oculus Rift users that allows you to extend the length of the tracking volume. This allows people with large rooms to move beyond the recommended tracking area without seeing the red mesh appear. Tracking may be less reliable further away from the camera, but I leave you to experiment and see what works for you.

+ more fixes and improvements