VRMoveTime Devlog


12/9/2024 - Version 1.81

  • Movement animations now save and restore on the exact frame when loading a new avatar or restarting the application.
  • VSF Animations should now properly combine with other animations when sent via OSC/VMC (1.81 - fixed potential avatar sliding issue during VSF animations, thanks to @liftedpixel.net for finding this one)
  • Added a VSF Avatar volume slider so you can control the volume any sound effects added to your avatar directly.
  • Fixed an issue where the restored resolution, background color, and avatar light color would not show properly in the display settings after restarting.
  • Fixed an issue where the avatar couldn't move around properly with the camera locked-on while holding down the Pan Camera button.
  • Prevented Global Input movement keys from going through while Ctrl, Alt, or Shift are being held down unless global input enabled actions are specifically set to those keys.  This should prevent global input movement from interfering with hotkeys from other applications.
  • Added a Kiwi bird on top of Sealie the Seal's head in the app icon 😸

11/27/2024 - Version 1.72

  • Added an MSAA (2x, 4x, 8x) dropdown menu option in the Display settings to better control anti-aliasing samples, as even with DLSS on it can still have an effect on smoothing edges and can still affect performance.
  • Renamed the previous Anti-Aliasing option to "Advanced" Anti-Aliasing and added clarification to the tooltip to explain that its post-process anti-aliasing.
  • Fixed a problem where post processing was displaying twice in the app VS. in the Spout2 projection where it was showing normally.
  • Changed the program icon to the mascot Sealie the Seal 😄

11/23/2024 - Version 1.72

  • Bugfix: Fixed a few rendering issues with stickers with TAA or DLSS enabled.
  • Added automatic adjustment for particle system shaders so that particles will display properly via Spout2 sources.

11/17/2024 - Version 1.71

  • Minor update: made a change to global input to prevent actions from activating then Ctrl, Alt, or Shift are being held down, unless actions are specifically assigned to those keys.

11/17/2024 - Version 1.7

  • Overhauled the rendering system to better support DLSS, so it should look quite a bit better now!  Outlines on VRM Toon Shaders especially should show up a lot more prominently with it enabled.
  • Added three new post-processing effects, Color Split (splits the avatar and other graphics into their individual red green and blue components), Pastel Filter (makes the scene look like an oil painting), and Pixelate (reduces the number of pixels on the scene to make it look like a retro-game)
  • Fixed a number of rendering issues with stickers that could make transparent images appear different in the app VS. in OBS via Spout2

11/9/2024 - Version 1.6

  • Implemented DLSS under Anti-Aliasing options in the Display tab. This requires an NVidia RTX card, so it will fall back to TAA without.

11/9/2024 - Version 1.5

  • Fixed an issue where using camera or avatar position/rotation sliders might inadvertently might also set the position/rotation of the axis other than what the user was intending to adjust after using free-camera movement
  • Enhanced transitions between avatar flight take-off and landing animations and face/body tracking
  • Fixed an issue that might cause stickers/2D-props to not place correctly on the background
  • Fixed a couple translation issues for button labels or rebinding prompts
  • Fixed a bug that might have caused hotkeys or stickers to not load properly if sticker image files were moved since the last time the program started (thanks to @xserris.bsky.social for finding this bug too <3)

11/3/2024 - Version 1.4

  • Added additional smoothing when using all turning in-place animations in addition to strafing/sidestepping motions
  • Added a toggle button to turn strafing/sidestepping on or off, default is the Z key
  • Added smoothing to flight animations to make them a bit more fluid
  • Changed the default frame-rate cap option to "Forced On" as it provides better performance through a more aggressive method than the standard Application.targetFrameRate setting.
  • Smoothed animation and tracking transitions during flight animations
  • Added 'Perfect Sync' expressions to the two example avatars included, and the first was converted to the .vsfavatar format as an example

11/2/2024 - Version 1.3

  • Added some smoothing to the turning animation when using the Sidestep/Strafe (face camera) actions
  • Stickers/2D props menu sliders and checkboxes will now update to the settings of the selected sticker/prop already placed in the world
  • Fixed an issue where the crouching animation could happen instantly
  • Added an "OSC/VMC Floor Offset" slider to move the avatar back to the floor in case motion tracking moves them off the floor (for example when receiving tracking from the VNyan JayoVMCPlugin)
  • Stickers/2D props will now always remember their fine-tuned width/height when their overall size is adjusted
  • Fixed a couple instances where tracking could be interrupted when no full-body animation was playing

10/25/2024 - Version 1.2

  • Added VRM1 import support
  • Added two extra sliders to adjust the X and Y distance of stickers/2D props after placement, which can be accessed by clicking the checkbox button on the Adjust Distance slider
  • Fixed some animated GIFs showing an extra duplicated frame before repeating their animation cycle
  • Added additional smoothing to the Y axis to prevent sticker/2D props from bobbing up and down too much when attached to an avatar with Movement Smoothing enabled

10/24/2024 - Version 1.1

  • Fixed an issue where alignment and rotation of stickers (2D props) could be slightly off when attaching to a character animated via motion tracking (thanks to @xserris.bsky.social for finding this bug <3)
  • Fixed a issue where picking up and dropping a sticker could cause the its dimensions to change slightly each time

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