Today we've updated SteamVR Home with three new maps, a new asset pack system, and other quality of life improvements.
New Maps
Explore the ins and outs of a supervillain's lair in the latest SteamVR Home environment from Valve. The Team Fortress 2 Supervillain Lair has everything an aspiring evil genius needs. Labs! Tunnels! Alligators! Electric fences! Motivational posters! Chairs! Look hard enough and you'll be able to unlock an interactable mini-sentry turret collectible from Team Fortress 2 - you may need to bring along a friend to help you explore this vast, part-subterranean complex.
We've also created three new spins on the standard Summit Pavilion home environment - there's now more room to customize things, a waterfall, and a cozy fire to virtually warm your virtual self. Even better, these three maps will only require a minimal download, since they take advantage of our new asset pack system. Speaking of which...
Asset Packs
Today we're introducing an asset pack system to SteamVR Home. This means that content creators can share the assets from their maps with other creators, and other creators can utilize these assets (models, textures, particles, etc) when creating their own maps. Even better, if a player has downloaded a map that uses an asset pack - any other map using that asset pack will be a much smaller download.
We've made asset packs available for Summit Pavilion and the Supervillain Lair environments - we're excited to see what you will make! For more information about creating destinations and asset packs, visit the SteamVR Home Wiki.
More Updates
The big community wall in the default environment has been reorganized to show more games in each category (sorted by current player count). We've also added a new category to the wall - Free VR Apps. We think this will make it easier for players to discover and launch popular games on SteamVR.
All panels (Screenshots, Desktop, Steam Big Picture, Friends List, etc) are now resizable the same way all props are resizable. Simply grab with both hands and pull apart to scale up, or bring your hands together to scale down. In addition, all panels are now grabbable from anywhere - not just the edge.
We're excited to ship all this new content and these new features to the community. Let us know what you think in the forums.
Added the new SteamVR Skeletal Input system. Read More here
Added two new VR Input actions: 'Open Dashboard' and 'Close Dashboard'. These are not bound by default.
Added support for haptics output in the gamepad driver
Changed handed controllers (Windows MR, Oculus Touch, Knuckles) so they are detected as left/right hand immediately instead of waiting for them to start tracking.
Changed Vive Trackers to return “TrackedDeviceClass_Controller” for their device class when they are configured to be handed.
SteamVR Input SDK:
Fixed boneCount in InputSkeletalActionData_t always being returned as 0 instead of the actual bone count.
Fixed rchRenderModelComponentName in InputOriginInfo_t always being returned as an empty string instead of the name of the component for that input origin.
Implemented ShowActionOrigins and ShowBindingsForActionSet.
Implemented GetActionOrigins.
Implemented GetOriginLocalizedName.
General
Fixed crash in apps using an OpenVR SDK newer than 1.0.11.
Fixed a bug that caused available firmware updates not to appear.
Improved hidden area mesh for Vive and Vive Pro. Vive saves an additional 3% of rendering, and Vive Pro saves an additional 7% of rendering.
Fixed laggy chaperone bounds in non-async mode.
Knuckles
Fixed support for Knuckles prototype hardware.
Linux
Fixed Vive camera not working on 3.16 kernels
Fixed Vive camera not working on first SteamVR session after plugging in the HMD
Fixed the compositor crashing on startup on systems with unified memory or large apertures