Rec Room UPDATE - the “The Big One” Edition
TLDR
- Crescendo will be available on Mobile and Quest very soon!
- Double shot is back!
- A bajillion new chips (widdewawy) and a Smart Circuits recommendation system!
- Bonky’s Inferno is now available to play and to copy!
- This is our first Major Update and first update on Nintendo Switch™, we’ve added some performance-improving fixes. Try them out and say hi to all our new friends!
Avatars (featuring special guest, Locomotion!)
- You can finally adjust the hat position of all of your favorite hats with Full Body Avatars! As part of this update, we also fixed the bug so you can "Use Legacy Position" once again for Full Body Avatars (and eventually for the floating bean) ;)
- We increased the ranges for your mouth, eyes and nose placement for even more customization!
- Tweaked the way upgraded bean eyes are mapped from classic bean outfits.
- We’ve been having an issue with blue Full Body items, which have been fixed. Now you’ll no longer be blue (da ba dee da ba di)
- Fixed the reflection on the S.glitch Astronaut helmet.
- New locomotion chips: Player Get Is Standing, Request Balance Animation, Player Get Is Balancing, Local Player Set Animation Param Balance, and Request Stop Avatar Locomotion Animation
- New locomotion events: On Stand Stopped, On Slide Stopped, On Balancing Started, On Balancing Stopped
- Fixed animation issue when modifying steering values and using FBA in third-person.
- Request Slide now has a Min Duration so you can change how long slides last. It also supports infinite slides and changing the request parameters via a second request while sliding.
Circuits
- Added MakerPen Smart Circuits, a dialog accessible from the Connect Tool that recommends certain chips based on the port you drag from. A search bar is also available to find specific chips from the chip library without having to access the Maker Pen palette.
- Added the ability to double-select a line in the logging console and teleport to the source chip.
- Added search bars to more config menus for various nodes.
- Added "Max Speed" and "Acceleration Duration" ports to the Locomotion Request Wall Climb Start chip, which allows you to control how quickly players climb! Ascend (or descend) to new heights more quickly!
- Added a new Vector3 Angle node which calculates the angle between two Vector3s.
- Added the Vector3 Mask chip, which lets you keep or zero out values by dimension in a Vector3.
- Added the FormatValue chip! You can now use C# format operators to format integer, float, and string values!
- Added New Outfit Tag chips, Player Get Equipped Avatar Item Tags and Player Outfit Slot Flag Constant! We’ll have a developer blog on how to use these coming soon on rec.net!
- Added a new Vertical Cylinder Contains Point chip, it checks whether a given point is inside a Vertical Cylinder or not.
- Added a new AABB Contains Point chip, which checks whether a given point is inside an Axis-Aligned Bounding Box (AABB) or not.
- Added a new If Is Valid chip that combines the "If" and "Is Valid" chips, making it easier and more convenient to check if something is valid. We used it on ourselves - it said Valid B)
- Added Player Left/Right Hand Is Closed chips to detect if a player's hand is closed in circuits.
- Added a CV2 chip to get a Room Offer by Name.
- Added a new chip in beta that lets you adjust the field-of-view (FOV)! Friendly reminder that this chip is currently in beta and the limits for the chip may change as we tune things!
- Added Closest Point On Line Segment & Closest Point On Line, Audio Player Get Current Volume, and Player Get Is AFK chips in beta.
- Rounded out our rounding chipset with a couple of new entries: Round To Decimal Place and Truncate To Decimal Place.
- Fixed a bug where you could get stuck for a very long time "waiting for a Circuits snapshot," and therefore couldn't edit Circuits in a room.
- Fixed the
Go To Room
chip not working when the target is not the local player.
- Fixed the Bug where the Equipment Slot Emphasize chip could fail if executed too quickly.
- Fixed a bug that caused Room corruption after changing the type of a Data Table column when there were chips that referenced that column in the room.
Rooms 2
- Fixed a bug where VR players would sometimes be sent to their dorm when saving the room. You wouldn't believe us if we told you what the problem was. Seriously.
- Fixed a bug which could cause large objects to rotate a little bit after a Room was saved. We think this bug may have friends... keep your eyes peeled and let us know if you see similar behavior!
- Fixed a bug that would sometimes cause objects to fly all over the place when a Room was loaded. We informed Facilities - they assure us that they've bolted everything down.
- Replicator Returned Objects and Target Objects will no longer be included in results from tag query chips (ie Get First With Tag, Get All With Tag).
- R2 Beta Blocker Bug Fixes
- Editing now works on Animation gizmos.
- The Numeric field with +/- buttons now has correct icons.
- Added type filtering to property list in Event Definition.
- Fixed a bug where different people wouldn't agree on the scale of small objects. How small is 'small', really? Well, now you'll be able to see for sure!
- Fixed an error where inventions with chips in R2 could not be selected.
- Fixed a bug where shapes would sometimes appear with the wrong scale when joining a Room.
- Fixed inconsistent scaling behavior when scaling multiple shapes simultaneously.
- Improved tube scaling behavior to be more consistent.
- Fixed a bug where the Projectile Launcher couldn’t hit players.
- Fixed an issue where Room Sun Modify's Blend Time input wouldn't work.
General Improvements & Bug Fixes
- Crescendo will soon be available on Mobile and Quest platforms! (Yes, we also fixed a few things on the Switch version too!)
- Added occlusion culling, and optimized lighting for mobile. Yay, more frames!
- Fixed a bug where the mirror kept shooting every second once fired. Everybody knows that the boss fight was too easy, right?
- Re-added the Dracula bat animation. Now you know who's who.
- Fixed an issue in Garden of Sorrows where the whip would not work in a specific spot.
- Double Shot has returned for the bow!!! We worked on a fix for the longbow to allow Double Shot while still preventing infinite shot and have added it back. Shoutout to Boethiah for helping us bring this back and helping us get it right. Note that RecRoyale still won’t have Double Shot, like always.
- Added “Place”, a new way to interact with objects! Now you can pick up and place objects with precision on screens, instead of dropping or yeeting them across the room.
- Added a new option to choose if other players in the Room are muted and/or if you are muted to them while in a Voice Call.
- The Voice Call icon in player nametags now changes to indicate if they are in your call or not, as opposed to just any call.
- Some of the RRO rooms would cause an full body avatar or upgraded bean to look like it was animating at double speed on Nintendo Switch™. It did look pretty funny, but if you’re reading this it’s already been patched.
- The addressable world is now 2 millimeters smaller in every direction. Reductio ad absurdum, the Roomiverse is a singularity in 16 million years (a few hundred millennia).
- Adjusted the language of the notice you’d get regarding RR+ already being on another Rec Room account.
- Fixed an issue accepting game invites from your phone's notification screen.
- Fixed some jitters while using Share Camera selfie on Screens, and performance issues when using the Share Camera's settings.
- Fixed a bug where the Manipulate Tool would scale both ends of a shape if the anchor setting was turned on.
- Fixed an issue some players had when leaving R1 Rooms with spotlights.
- Fixed an issue where Circuits were breaking spawner gadgets.
- Fixed a bug that made it so the bow and goblin wand could be grabbed off center when passing between hands.
- Fixed an issue where VR players could not reposition items when passing between hands. Enjoy your new Extendo arms!
- Fixed several issues with viewing other players' outfit items on their profile page.
Rec Room Studio
- Added support for cloning RRS Rooms!
- The new Material Conversion window assists you in converting third-party materials to render properly in Rec Room.
- Added a dropdown menu to select age range settings for your Room.
- Fixed an issue where Terrain with details (e.g. trees) would render those details in magenta when played in Rec Room.
Experiments
- We're trying out different tunings for the distance and volume at which voice calls activate. Let us know what you think!
- Started an experiment that will autofocus the search bar when you navigate to the player search page to allow immediate typing.
- Started an experiment where new users will see the categories page on the bulletin board in their dorm after completing orientation, or until they click the "show me all rooms!" button.
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