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Comments (15)

andybak avatar andybak commented on May 21, 2024

Monoscopic is pretty essential for me while developing so I might have to have a look at that. (Seriously - do you all keep taking a damn headset on and off while you're working on Open Brush? Drives me mad - I try and do 80% of my dev without needing to touch a headset.)

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mikeskydev avatar mikeskydev commented on May 21, 2024

Valid for developers, sure! I've altered the previous VrSdk mode to be OfflineMode for now, which should retain Mono compatibility in editor for development.

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mikeage avatar mikeage commented on May 21, 2024

Should we build a release in monoscopic mode, or assume it's only used in the editor?

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andybak avatar andybak commented on May 21, 2024

Personally I only use it in the editor at the moment but I have some ideas to use it for a viewer app and other things that might require a build.

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mikeskydev avatar mikeskydev commented on May 21, 2024

If you're happy to keep using that, post-merge I'd like to look at making mono mode a proper member of the desktop builds that can be switched between.

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mikeskydev avatar mikeskydev commented on May 21, 2024

From 松田浩二#7263 in Discord: https://discord.com/channels/783806589991780412/806934697237938216/995929974219481088

Yesterday, I tried a little beta version of the XR.
When I used the delayed input, the brush movement speed became extremely slow compared to the previous version. Is this a specification?

This is related to the lazy input tool, which is Open Brush specific. The trigger value passing may have changed during the XR upgrade.

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hiinaspace avatar hiinaspace commented on May 21, 2024

I tried out the xr branch a bit on windows 10 / steamVR / valve index. The triggers in the menu seem to double-tap or otherwise prevent some of the sub-menus from appearing unless you're very gentle on the trigger or use an odd angle. video: https://streamable.com/4sxvyc

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mikeskydev avatar mikeskydev commented on May 21, 2024

@hiinaspace thanks! I'd picked up on this too, I know where I introduced it so I should have it fixed sometime tomorrow. Thanks for the report!

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mikeskydev avatar mikeskydev commented on May 21, 2024

@hiinaspace this should be fixed as of 0e640ed. thanks!

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andybak avatar andybak commented on May 21, 2024

Experimental brushes are still disabled. (the bit that adds them to the manifest in GetMergedManifest is commented out)

fdeb7ce

https://discord.com/channels/783806589991780412/936208281804890193/997871247327248474

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mikeskydev avatar mikeskydev commented on May 21, 2024

Thanks, I'd picked up on that while messing around but didn't realise what caused it. Fixed!

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mikeskydev avatar mikeskydev commented on May 21, 2024

Mobile: Camera tool is broken, and contribute button doesn't work.

Edit: Fixed camera tool by enabling it on the panels list.
Edit2: fixed contribute button by adding a popup panel associated with the action.

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mikeskydev avatar mikeskydev commented on May 21, 2024

Tutorial cube is missing controllers

Turned out to only be a quest/rift issue, fixed.

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mikeskydev avatar mikeskydev commented on May 21, 2024

Sketch cost appears to be broken at least on mobile, meaning memory warning never shows

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mikeskydev avatar mikeskydev commented on May 21, 2024

Lack of compositor on desktop makes exporting/loading large scenes quite nauseous!

Edit: this was bad via oculus link. steamvr wasn't that bad (fades to compositor, which is ehh, but better than what was happening.)

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