Comments (15)
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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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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Should we build a release in monoscopic mode, or assume it's only used in the editor?
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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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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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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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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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@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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@hiinaspace this should be fixed as of 0e640ed. thanks!
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Experimental brushes are still disabled. (the bit that adds them to the manifest in GetMergedManifest is commented out)
https://discord.com/channels/783806589991780412/936208281804890193/997871247327248474
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Thanks, I'd picked up on that while messing around but didn't realise what caused it. Fixed!
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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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Tutorial cube is missing controllers
Turned out to only be a quest/rift issue, fixed.
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Sketch cost appears to be broken at least on mobile, meaning memory warning never shows
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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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Related Issues (20)
- where to find similar mesh(es) for pop-up windows, menu, etc.? (Just a query) HOT 3
- [Multiplayer] Find a better way of tracking strokes than m_Seed
- Youtube or Spotify integrations HOT 1
- Adding Google service API support issue HOT 2
- Browser integration HOT 2
- Snapping to guides doesn't behave correctly.
- Zappar incorrect iOS Icon
- Build error with CHRFont.cs at line 66 "FormatException: Input string was not in a correct format." HOT 1
- Copyright updates and checks HOT 3
- Switching to experimental brushes and back shouldn't require a restart
- Enable sphere easter egg on mobile HOT 1
- Cached thumbnails for 3d models
- Mobile Bloom Support
- Images that are too large fail to load without any informative error message HOT 1
- View only mode via API should disable quick menu editing tools
- Properly investigate/fix RenderWrapper.cs Depth Blit HOT 1
- [QoL] Investigate Using Tilt Brush original startup sound for new users HOT 2
- Read/Import/Migrate files from Tilt Brush/Multibrush folder HOT 1
- Enable singlepass support
- Generate thumbnails for 3d models
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