SteamVR - Programmer Joe
The SteamVR Beta has been fixed with the following changes.

General:
  • Fixed vrserver crash for users who have more than 1024 VR apps installed.

SteamVR Home
  • Miscellaneous crash fixes
  • Fixed TF2 sentry quest
SteamVR - Joe Prime
SteamVR has been hotfixed with the following change.

SteamVR Input:
  • Fixed screenshot chord.
  • Fixed crash when animation files are missing or fail to load

SteamVR Home:
  • Fixed multiplayer connection issues in destinations with asset pack dependencies

VR Compositor:
  • Possible fix for compositor crash.
SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following changes.

SteamVR Input:
  • Fixed screenshot chord.
  • Fixed crash when animation files are missing or fail to load

SteamVR Home:
  • Fixed multiplayer connection issues in destinations with asset pack dependencies

VR Compositor:
  • Possible fix for compositor crash.
SteamVR - Lawrence
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.
SteamVR - Joe Prime
SteamVR has been updated with the following changes.

SteamVR Input
  • Added the new SteamVR Input system. Read More here
  • 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

SteamVR Home:
  • Added four new maps (see blog post for details)
  • Added TF2 sentry collectible
  • Added asset pack system to allow destinations to share assets
  • Reorganized community wall to see a lot more games
  • Added Steam and Desktop panels (same as SteamVR panels, but movable)
  • Changed all spawnable panels to be grabbable from anywhere (was just the edges)
  • Added Vive Pro headset avatar item for HTC Vive owners
  • Added Knuckles EV2.0 bindings and controller model.
  • Force correct controller model when user starts SteamVR with controllers off.
  • Fall back to local config file if cloud read fails (helps prevent loss of quests, savegames, and whether user has completed the tutorial)
  • Made quick inventory respect GameRules:SetPlayersCanSpawnTools
  • Users can rebind actions through SteamVR Input

Linux:
  • Fixed some parts of vrdashboard disappearing

Lighthouse:
  • Fixed a case where an object wouldn't track due to a bad saved calibration value.
  • In Settings->Bluetooth, enabled optical channel conflict resolution for Vive Pro users using Base Station 2.0.
  • Make Base Station 2.0 confict warning less sensitive.
  • Improve tracking quality when base stations are far apart.
  • UI improvements for Base Station 2.0 Configuration.

Vive Pro HMD, Controller, and Tracker 2.0 firmware:
  • Support for all SteamVR Tracking 2.0 base station channels
  • Better error reporting when multiple 2.0 base stations are on the same channel
  • Fixed an issue where the trigger value on some controllers will not return to 0
  • Fix Vive Pro audio quality issue after pass through cameras have been enabled.

Oculus:
  • Changed SteamVR haptic calls into the Oculus SDK to work around some issues with simultaneous haptics from multiple controllers.
SteamVR - Joe Prime
The SteamVR Beta has been updated with the following changes.

SteamVR Home:
  • Added four new maps (see blog post for details)
  • Added TF2 sentry collectible
  • Added asset pack system to allow destinations to share assets
SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following change.

Linux:
  • Fixed hang when running in direct mode.


SteamVR - aaron.leiby
The SteamVR Beta has been updated with the following changes.

General:
  • Fix for "Headset Plugged Into Wrong Video Card" error in certain situations.

SteamVR - freemancw
The SteamVR Beta has been updated with the following changes.

SteamVR Home:
  • Disabled move action set when holding colorable item or when adjusting hand pose.
  • Differentiated between left/right click events on Panorama panels to fix “spawn a bunch of props” bug.
SteamVR - Programmer Joe
The SteamVR Beta has been updated with the following change.

SteamVR SDK:
  • Fixed a bug with an API that will appear in the next SDK.


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