12/08/25
64: The “Previous” gesture can affect the menu, now. Enable this in Misc if you want it. Request from LittleDog. This lets you go “back” in the menu by waving your left hand at the menu. This does not affect 2D.
Added a contingency to resolve a softlock that you can bring yourself into if you unbind all ways of opening the menu, and then you close the menu by pressing it. The remapper now checks all bindings to ensure you have at least one method of opening the menu, and if you don’t, one is added before the save file is updated. A message pops up on screen notifying you if this safety check is triggered.
Added a contingency to resolve an unexpected behavior if you tell the game to start in VR in Windows without your VR headset hooked up/turned on. Now if it fails to start VR, it loads 2D and pops up a little message with troubleshooting advice.
Removed a debug I accidentally left behind when programming the new subtitle system. Pressing M doesn’t make my test subtitles pop up now. Whoops.
Added eye-height calculation as part of setup for characters. We’ll set height by eyes in eqCy rather than head top. This will let us have more exotic character designs.
Added the ability to scale characters based on a given desired eye height.
Added eye-height returns to known systems (2D, phones) and we’ll add it to VR options, later. This will require an interface to set up so we still know how big you are when you’re sitting in VR. For now we’re just having VR return 1.6 meters.
Added an avatar registry system so avatars can self manage themselves.
Added internal events to avatar changes so entities that care about avatar changes don’t need to be wired into anything to learn about this.
Added hand offset tools the character creator, so we can have the bones on the hands be whatever they are and still be able to map them to the character correctly.
Configured all the math needed for the hands to bind in the correct place and validated that we can in fact correctly bind friends as avatars for the player.
Modified the friend startup sequence to allow me to set pre-defined states so we can have the animator handle moving our feet around as we move rather than the concept of how we’re doing that in Besti 9.
Wrote a new virtual neck handler for using avatars with XR headsets
Made a new base animation for avatar use
Reworked the state machine for friends to allow for this new base animation for avatars as well as new locomotion logic.
Added additional meta data to camera systems so I can explicitly define how to handle necks depending on what the camera system is doing at the time of avatar assignment.
Bound the tilde button on the keyboard to the on screen debugging system.
Made a physical fitness outfit for Auduboniis. This is an adaptive bottom and you do not need to remove it before interacting with the friend. It has a branded default or can be colored as you desire.
Disabled avatars while I work on the UI.
