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
Combined “button” and “complex button” mode types into one type. Complex button behavior is what you get if you bind “double” or “long” slots to anything.
Fixed keyboard input
Fixed a crash that could happen with certain call patterns and certain bindings in legacy applications.
Improved the names of a bunch of things in the binding UI, and fixed the order of action sets and actions to match the order they are listed in the action manifest.
Fixed issue with the UI automatically setting back to a “with changes” binding when trying to set back to the default VR compositor binding file.
SteamVR Home:
Panels can now be scaled, just like props
Reorganized community wall to see a lot more games
Fixed laser mouse flicker on click
Fixed grabbing props if use is held before hover
Fixed gamepad input
Fixed picking up a panel to no longer also click/press in the panel
The SteamVR Beta has been updated with the following changes.
SteamVR Input:
Fixed issue with configs fighting with each other when the right and left hand have two different controller types.
Fix long/double press in complex button configurations
Fixed device position overrides in binding files not working in certain applications.
Added default config for Vive Trackers that are set to be handed.
Changed Vive Trackers to return “TrackedDeviceClass_Controller” for their device class when they are configured to be handed.
Fixed endless “you don’t have a configuration” popups appearing when using a Vive Tracker set to “handed” mode. Vive trackers in handed mode should now work much better in most applications (whether they have tracker support or not.)