Naturalis v1.3-alpha3 (54.var)
Added 2023-12-17 14:35:00 +0000 UTCChanges
Improved the way that friction drops off towards zero as hard colliders move away from the volume. Previously, friction only started dropping if the collider protruded outside of the skin, this was based on specific skin vertices and didn't work properly for some areas like the lower glute edge. Now, friction also drops with distance from the average position of all colliders. Glute colliders closer to the outer edge also have less friction than colliders near the center as a result of this change.
Hard collider friction no longer goes all the way to zero when using adaptive friction and high skin gloss. I'm not sure why I changed this in v1.2, as this is how it used to be in v1.1 as well. Will patch this change to v1.2 eventually.
Fixes
- v1.3 now calibrates on scene/preset load when loading plugin data saved with v1.2, ensuring that the multi directional calibration data contains the information needed for depth physics and mesh pressure to work. Alpha1 and alpha2 would skip the calibration and prevent these from working until calibrating again.
- When triggering memory optimization (in VAM user preferences), VAM deactivates on-demand loaded package morphs. This caused morphing to stop working in previous versions, but now the plugin reactivates those morphs if they are not active. I didn't notice this until now because the morphs I use during development are not loaded from package.
- Fixed issue where an error occured on exiting the scene (introduced in alpha2)
- A couple of morphs did not zero correctly when disabling/removing TittyMagic (introduced in alpha2)
There's another issue regarding morphing that is present in all versions and in basically all plugins that use packaged morphs:
When you reload, enable or disable packages in Package Manager, or install new packages, VAM can reload all package morphs. For some reason, this causes morphs that plugins are referencing to stop working. It doesn't seem to be related to whether the package containing the morphs is set to Preload Morphs or not. Until there's a fix, if you notice that morphing stops working, reloading the plugin is the only way to get it to work again.
-everlaster