Tabletop Simulator - Kimiko
We have officially made the jump to Unity 5! Thanks to everyone who opted into the beta and tested it out! We received some great feedback and we feel really positive with this update and going forward.

Now that we’re on Unity 5, we’ll be investigating on improving the graphic quality of the game with physics based shaders. We want to make sure everything is running smoothly with the upgrade first. We have an awesome new Lua Atom Editor that you can use outside of Tabletop Simulator. You can read more about it below and in our Knowledge Base.

We’ve got two more games available as DLC, Tiny Epic Kingdoms by Gamelyn Games and RARRR!! by Ape Games! We’re excited to see what you think! Only the host needs to own any of our DLCs.

Unity 5 Upgrade
Improvements:
  • Overall performance improvements
  • Physics stability and performance
  • Objects will no longer go through each other
  • Optimized many scripts for improved performance
  • Loading objects is much faster
  • No more hard locks when cleaning up tons of objects
  • Stutter reduction from optimizations
  • Joints are much more solid and don't jitter like before
  • Greatly improved the accuracy of auto raise
  • Zones (Hidden, Lua, etc.) are now much more reliable
  • Increased the number of objects that can be selected / grabbed from 64 to 128

Limitations:
  • Concave/Nonconvex colliders are only supported for locked objects.
  • Touch input is currently disabled for porting to Unity 5.
  • Linux Tablet not working properly.

Compound Colliders
  • Because Unity 5 doesn’t support concave colliders on non-static objects we now support compound colliders on Custom Models.
  • Compound colliders can be used to make an object have concave collision by separating the collider into multiple meshes in one .obj file.
  • Compound colliders are only supported when non-convex is not check boxed.





Tiny Epic Kingdom DLC
  • In Tiny Epic Kingdoms, you rule! But whether you reign supreme or crumble under pressure is entirely in your hands.
  • Tiny Epic Kingdoms is now available for $6.99.
  • It includes the Heroes Call expansion.
  • 2-5 players, ages 14+.
  • Only the host needs to own the DLC.





RARRR!! DLC
  • RARRR!! is APE's card game of earth-shaking battles between giant Japanese movie monsters (daikaiju).
  • RARRR!! Is now available for $4.99
  • 3-6 players, ages 8+
  • Only the host needs to own the DLC.

Lua Improvements





Lua Atom Editor Plugin
  • There is now an Atom plugin for use as an external text editor.
  • It supports downloading the scripts and uploading them back into the game with save & play functionality.
  • Supports autocomplete for all of the script classes (except player class)
  • See how to get it setup here.

Hand Zone Improvements
  • Cards in hand will now use the entire width of the hand allowing for massive hands.
  • Improved the layering effects to be less linear.

DLC Improvements
  • Owned expansions for DLCs now load up automatically when loading from the menu.
  • On connecting to server, clients knows all the DLCs the host has.
  • Background boxes are more consistent with the rest of games menu.

Improvements
  • Lightened the black (Game Master) color so it’s more readable in the Notebook and Names window.
  • Optimized garbage collection for less stutters.
  • Greatly reduced CPU usage on duplicate objects in the game. You can see upwards of 40%
  • increase in performance on super large mods with many similar objects.
  • Optimized all cards, bags, stacked objects.
  • Optimized hands and joints.
  • Reduced hitch when picking up lots of objects.


Fixes
  • Fixed issue with delete button for workshop menu not working.
  • Fixed issue with expanding the Workshop/Load menu, brings it in the wrong sort order.
  • Custom tiles now properly show up when expanding save.
  • Fixed issue with bbcode not working for the onscreen notes.
  • Fixed rewind arrows being too transparent.
  • Fixed issue when using the mouse wheel to scroll on notebook / luascript editor zooming camera in and out.
  • Fixed the text error in the rules for Go.
  • Fixed "Remove Blindfold" button being stuck when activating F11.
  • Fixed issue with Digital Clock being used when digital is checked off in permissions.
  • Fixed issue with setting number on massive dice not working.
  • Fixed floating hand bug.
  • Fixed issue with flipping things with buttons causing them to explode.
  • Fixed Lua spawn callback firing too fast.
  • Fixed stretching/distortion of cards when threading is off.
  • Fixed issue with taking Custom Objects from Infinite Bags via Scripting causes collisions with the bags.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator - Kimiko
We have officially made the jump to Unity 5! Thanks to everyone who opted into the beta and tested it out! We received some great feedback and we feel really positive with this update and going forward.

Now that we’re on Unity 5, we’ll be investigating on improving the graphic quality of the game with physics based shaders. We want to make sure everything is running smoothly with the upgrade first. We have an awesome new Lua Atom Editor that you can use outside of Tabletop Simulator. You can read more about it below and in our Knowledge Base.

We’ve got two more games available as DLC, Tiny Epic Kingdoms by Gamelyn Games and RARRR!! by Ape Games! We’re excited to see what you think! Only the host needs to own any of our DLCs.

Unity 5 Upgrade
Improvements:
  • Overall performance improvements
  • Physics stability and performance
  • Objects will no longer go through each other
  • Optimized many scripts for improved performance
  • Loading objects is much faster
  • No more hard locks when cleaning up tons of objects
  • Stutter reduction from optimizations
  • Joints are much more solid and don't jitter like before
  • Greatly improved the accuracy of auto raise
  • Zones (Hidden, Lua, etc.) are now much more reliable
  • Increased the number of objects that can be selected / grabbed from 64 to 128

Limitations:
  • Concave/Nonconvex colliders are only supported for locked objects.
  • Touch input is currently disabled for porting to Unity 5.
  • Linux Tablet not working properly.

Compound Colliders
  • Because Unity 5 doesn’t support concave colliders on non-static objects we now support compound colliders on Custom Models.
  • Compound colliders can be used to make an object have concave collision by separating the collider into multiple meshes in one .obj file.
  • Compound colliders are only supported when non-convex is not check boxed.





Tiny Epic Kingdom DLC
  • In Tiny Epic Kingdoms, you rule! But whether you reign supreme or crumble under pressure is entirely in your hands.
  • Tiny Epic Kingdoms is now available for $6.99.
  • It includes the Heroes Call expansion.
  • 2-5 players, ages 14+.
  • Only the host needs to own the DLC.





RARRR!! DLC
  • RARRR!! is APE's card game of earth-shaking battles between giant Japanese movie monsters (daikaiju).
  • RARRR!! Is now available for $4.99
  • 3-6 players, ages 8+
  • Only the host needs to own the DLC.

Lua Improvements





Lua Atom Editor Plugin
  • There is now an Atom plugin for use as an external text editor.
  • It supports downloading the scripts and uploading them back into the game with save & play functionality.
  • Supports autocomplete for all of the script classes (except player class)
  • See how to get it setup here.

Hand Zone Improvements
  • Cards in hand will now use the entire width of the hand allowing for massive hands.
  • Improved the layering effects to be less linear.

DLC Improvements
  • Owned expansions for DLCs now load up automatically when loading from the menu.
  • On connecting to server, clients knows all the DLCs the host has.
  • Background boxes are more consistent with the rest of games menu.

Improvements
  • Lightened the black (Game Master) color so it’s more readable in the Notebook and Names window.
  • Optimized garbage collection for less stutters.
  • Greatly reduced CPU usage on duplicate objects in the game. You can see upwards of 40%
  • increase in performance on super large mods with many similar objects.
  • Optimized all cards, bags, stacked objects.
  • Optimized hands and joints.
  • Reduced hitch when picking up lots of objects.


Fixes
  • Fixed issue with delete button for workshop menu not working.
  • Fixed issue with expanding the Workshop/Load menu, brings it in the wrong sort order.
  • Custom tiles now properly show up when expanding save.
  • Fixed issue with bbcode not working for the onscreen notes.
  • Fixed rewind arrows being too transparent.
  • Fixed issue when using the mouse wheel to scroll on notebook / luascript editor zooming camera in and out.
  • Fixed the text error in the rules for Go.
  • Fixed "Remove Blindfold" button being stuck when activating F11.
  • Fixed issue with Digital Clock being used when digital is checked off in permissions.
  • Fixed issue with setting number on massive dice not working.
  • Fixed floating hand bug.
  • Fixed issue with flipping things with buttons causing them to explode.
  • Fixed Lua spawn callback firing too fast.
  • Fixed stretching/distortion of cards when threading is off.
  • Fixed issue with taking Custom Objects from Infinite Bags via Scripting causes collisions with the bags.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator - Kimiko


Welcome to The Scoop, our regular community update for Tabletop Simulator and Berserk Games!

Dev Chat

Our last couple of updates have focused on upgrading to Unity 5. It's currently in beta, so if you haven't yet, please opt in to the beta by right clicking on Tabletop Simulator in your Steam library, clicking on properties and the Betas tab and in the drop down menu click on "beta - Unity 5". You do not need an access code, just click close and the update will occur. Keep in mind that there is a 550 meg download to switch between the live and beta build.



Minimum requirements Windows XP SP2
Minimum requirements Mac OS X 10.8

Regardless of which build you're on, you can play with everyone in multiplayer. Test out everything and report any issues and bugs either here or here. We plan to officially upgrade to Unity 5 in the live build soon, so the more people who test and give us input, the smoother the transition will be. Thanks!

I highly recommend checking it out. The overall performance and optimization & physics stability is fantastic! Also, upgrading to Unity 5 means we're one step closer to VR support! (No ETA, nor which ones we'll be supporting yet.)

It's hard to believe how much we've been improving TTS and it will only get better from here!

Also, don't forget to check out our Knowledge Base. There is a lot of helpful information that you may not have known existed, so be sure to read through it! We're adding things to it all the time, so keep checking back!

------------------------------------------------------------------------------------

DLC News

We've got awesome news in the DLC sector! We're super excited to announce that we've partnered up with Cool Mini Or Not to bring Zombicide to Tabletop Simulator as DLC! Currently this will only be the core game, but we'll see how it goes! Are there other games by Cool Mini Or Not that you'd like to see in Tabletop Simulator? Let us know!

Zombicide is a collaborative game for 1 to 6 players, ages 13 and up. A game can last for 30min (beginner board) to 4 hours (expert board).

Each player controls between one (for 6 players) and four (solo game) survivors, human trapped in a zombie-infested town. In fact, “survivors” quickly change to “hunters” to smash zombies through and through. However, the team must constantly maintain a balance between survival and slaughter, for as the zombicide continues, the Danger Level increases, and the infected grow in numbers. Any misstep can turn to disaster.

Zombicide is a fun and easy game with cool miniatures in an archetypical, popular and comics-inspired environment. Ambiance is constantly balanced between “beat’em up” and “survival horror” as survivors keep switching from prey to predators. Humor and gloom happily marry in a zombie-fest.



------------------------------------------------------------------------------------

RARRR!! by Ape Games will be coming soon in our next update. Here are some teaser shots so you can see what's to come! Don't these look good?





------------------------------------------------------------------------------------

Tiny Epic Kingdoms by Gamelyn Games will also be coming soon! This is the second game from Gamelyn Games that we'll be bringing in after Tiny Epic Galaxies. Here's some teaser shots. Enjoy!






------------------------------------------------------------------------------------

Future Updates

We value our community's feedback and over this past year we have implemented a lot of features and suggestions that you guys have given us. And we're still listening! Please continue to post your suggestions on our official forums.

Our main focus is with upgrading Tabletop Simulator to Unity 5. If you didn't notice it yet in the beta branch, hand zones have already been extended so that you can now create hand zones of varying sizes and they won't be capped like they were previously. It's only on Unity 5 though, so be sure to opt in to check it out!

Other than that, there are still a lot of things we're working on from before, but until Unity 5 is out, they are currently on the backburner.

Stay tuned!

------------------------------------------------------------------------------------


Want more? Stay up to date on development and other fun things by following us on Twitter and Facebook!

Tabletop Simulator - Kimiko


Welcome to The Scoop, our regular community update for Tabletop Simulator and Berserk Games!

Dev Chat

Our last couple of updates have focused on upgrading to Unity 5. It's currently in beta, so if you haven't yet, please opt in to the beta by right clicking on Tabletop Simulator in your Steam library, clicking on properties and the Betas tab and in the drop down menu click on "beta - Unity 5". You do not need an access code, just click close and the update will occur. Keep in mind that there is a 550 meg download to switch between the live and beta build.



Minimum requirements Windows XP SP2
Minimum requirements Mac OS X 10.8

Regardless of which build you're on, you can play with everyone in multiplayer. Test out everything and report any issues and bugs either here or here. We plan to officially upgrade to Unity 5 in the live build soon, so the more people who test and give us input, the smoother the transition will be. Thanks!

I highly recommend checking it out. The overall performance and optimization & physics stability is fantastic! Also, upgrading to Unity 5 means we're one step closer to VR support! (No ETA, nor which ones we'll be supporting yet.)

It's hard to believe how much we've been improving TTS and it will only get better from here!

Also, don't forget to check out our Knowledge Base. There is a lot of helpful information that you may not have known existed, so be sure to read through it! We're adding things to it all the time, so keep checking back!

------------------------------------------------------------------------------------

DLC News

We've got awesome news in the DLC sector! We're super excited to announce that we've partnered up with Cool Mini Or Not to bring Zombicide to Tabletop Simulator as DLC! Currently this will only be the core game, but we'll see how it goes! Are there other games by Cool Mini Or Not that you'd like to see in Tabletop Simulator? Let us know!

Zombicide is a collaborative game for 1 to 6 players, ages 13 and up. A game can last for 30min (beginner board) to 4 hours (expert board).

Each player controls between one (for 6 players) and four (solo game) survivors, human trapped in a zombie-infested town. In fact, “survivors” quickly change to “hunters” to smash zombies through and through. However, the team must constantly maintain a balance between survival and slaughter, for as the zombicide continues, the Danger Level increases, and the infected grow in numbers. Any misstep can turn to disaster.

Zombicide is a fun and easy game with cool miniatures in an archetypical, popular and comics-inspired environment. Ambiance is constantly balanced between “beat’em up” and “survival horror” as survivors keep switching from prey to predators. Humor and gloom happily marry in a zombie-fest.



------------------------------------------------------------------------------------

RARRR!! by Ape Games will be coming soon in our next update. Here are some teaser shots so you can see what's to come! Don't these look good?





------------------------------------------------------------------------------------

Tiny Epic Kingdoms by Gamelyn Games will also be coming soon! This is the second game from Gamelyn Games that we'll be bringing in after Tiny Epic Galaxies. Here's some teaser shots. Enjoy!






------------------------------------------------------------------------------------

Future Updates

We value our community's feedback and over this past year we have implemented a lot of features and suggestions that you guys have given us. And we're still listening! Please continue to post your suggestions on our official forums.

Our main focus is with upgrading Tabletop Simulator to Unity 5. If you didn't notice it yet in the beta branch, hand zones have already been extended so that you can now create hand zones of varying sizes and they won't be capped like they were previously. It's only on Unity 5 though, so be sure to opt in to check it out!

Other than that, there are still a lot of things we're working on from before, but until Unity 5 is out, they are currently on the backburner.

Stay tuned!

------------------------------------------------------------------------------------


Want more? Stay up to date on development and other fun things by following us on Twitter and Facebook!

Tabletop Simulator - Kimiko
This update is only for the Beta branch. We’re asking everyone to please opt in to the beta to try it out and test everything as much as possible. The next major patch v7.0 will make the switch from Unity 4 to 5, so we need everyone to play on the beta branch and let us know of any issues. We will no longer be making any changes to the Unity 4 build. Everyone can play together in multiplayer regardless of which build you use.

To opt in to the beta, right click on Tabletop Simulator in your Steam library, then click Properties. There will be a new “Betas” tab. At the drop down menu choose “beta - Unity 5”. If it asks for a code, you can ignore it, as you will get the download.

You can post any issues and bugs you find here or here Be sure to read the Known Issues in the original thread before posting.



Unity 5 Improvements over Unity 4

Improvements:
  • Overall performance improvements
  • Physics stability and performance
  • Objects will no longer go through each other
  • Optimized many scripts for improved performance
  • Loading objects is much faster
  • No more hard locks when cleaning up tons of objects
  • Stutter reduction
  • Joints are much more solid and don't jitter like before
  • Greatly improved the accuracy of auto raise
  • Zones (Hidden, Lua, etc.) are now much more reliable
  • Increased the number of objects that can be selected / grabbed from 64 to 128

Limitations:
  • Concave/Nonconvex colliders are only supported for locked objects.
  • Touch input is currently disabled for porting to Unity 5.
  • Tablet screen is not working.
  • All sounds aren’t working on Linux.
  • LINUX USERS: Add -force-opengl to the launch parameters otherwise the game will crash. This is a Unity bug in Unity 5 that Unity is planning on fixing at some point.
  • Minimum requirements Windows XP SP2
  • Minimum requirements Mac OS X 10.8


Lua Scripting
  • Fixed Counter setValue() not synchronizing across network.
  • Fixed LuaButtons being tied to the Digital Permissions setting.
  • Fixed Lua scripting GetTable().
  • Copy paste in Lua editor is now working.



Hand Zone Improvements
  • Cards in hand will now use the entire width of the hand allowing for massive hands.
  • Improved the layering effects to be less linear.

Improvements
  • Compound collider support using multiple meshes for custom models.
  • Zone box near pointer shows for all zones instead of just hidden ones.
  • Increased the max amount of vector paint lines that can be drawn.
  • Optimizations on stutter causing issues.

Fixes
  • Fixed scroll wheel zooming camera in and out on notebook and lua notebook.
  • Fixed issue with Lan not working.
  • Fixed issue with Voice Chat being really quiet.
  • Fixed cloning infinite bag bug creating garbage in save file.
  • Fixed jittering cards in hand and other issues.
  • Fixed tablet not working on Mac and maybe on Linux.
  • Fixed "Remove Blindfold" button being stuck when activating F11.
  • Fixed issue with 3D Text Tool hovering not working.
  • Fixed auto raise bug.
  • Fixed threading mod loading on Linux.
  • Fixed voice chat volume being way too low.
  • Fixed non-convex objects falling through the table.
  • Fixed end turn button making button sound twice.
  • Fixed cloning infinite bag bug creating garbage in save file.
  • Fixed jittering cards in hand and other issues.
  • Fixed issue when hovering over trash can in the Workshop, Save/Load menus.
  • Fixed issue with not being able to delete newly created snap points.
  • Fixed issue with Digital Clock being used when digital is checked off in permissions.
  • Fixed issue where players can type numbers in the counter when digital permission is checked off.
  • Fixed transparency issues on miscellaneous UI elements.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator - Kimiko
This update is only for the Beta branch. We’re asking everyone to please opt in to the beta to try it out and test everything as much as possible. The next major patch v7.0 will make the switch from Unity 4 to 5, so we need everyone to play on the beta branch and let us know of any issues. We will no longer be making any changes to the Unity 4 build. Everyone can play together in multiplayer regardless of which build you use.

To opt in to the beta, right click on Tabletop Simulator in your Steam library, then click Properties. There will be a new “Betas” tab. At the drop down menu choose “beta - Unity 5”. If it asks for a code, you can ignore it, as you will get the download.

You can post any issues and bugs you find here or here Be sure to read the Known Issues in the original thread before posting.



Unity 5 Improvements over Unity 4

Improvements:
  • Overall performance improvements
  • Physics stability and performance
  • Objects will no longer go through each other
  • Optimized many scripts for improved performance
  • Loading objects is much faster
  • No more hard locks when cleaning up tons of objects
  • Stutter reduction
  • Joints are much more solid and don't jitter like before
  • Greatly improved the accuracy of auto raise
  • Zones (Hidden, Lua, etc.) are now much more reliable
  • Increased the number of objects that can be selected / grabbed from 64 to 128

Limitations:
  • Concave/Nonconvex colliders are only supported for locked objects.
  • Touch input is currently disabled for porting to Unity 5.
  • Tablet screen is not working.
  • All sounds aren’t working on Linux.
  • LINUX USERS: Add -force-opengl to the launch parameters otherwise the game will crash. This is a Unity bug in Unity 5 that Unity is planning on fixing at some point.
  • Minimum requirements Windows XP SP2
  • Minimum requirements Mac OS X 10.8


Lua Scripting
  • Fixed Counter setValue() not synchronizing across network.
  • Fixed LuaButtons being tied to the Digital Permissions setting.
  • Fixed Lua scripting GetTable().
  • Copy paste in Lua editor is now working.



Hand Zone Improvements
  • Cards in hand will now use the entire width of the hand allowing for massive hands.
  • Improved the layering effects to be less linear.

Improvements
  • Compound collider support using multiple meshes for custom models.
  • Zone box near pointer shows for all zones instead of just hidden ones.
  • Increased the max amount of vector paint lines that can be drawn.
  • Optimizations on stutter causing issues.

Fixes
  • Fixed scroll wheel zooming camera in and out on notebook and lua notebook.
  • Fixed issue with Lan not working.
  • Fixed issue with Voice Chat being really quiet.
  • Fixed cloning infinite bag bug creating garbage in save file.
  • Fixed jittering cards in hand and other issues.
  • Fixed tablet not working on Mac and maybe on Linux.
  • Fixed "Remove Blindfold" button being stuck when activating F11.
  • Fixed issue with 3D Text Tool hovering not working.
  • Fixed auto raise bug.
  • Fixed threading mod loading on Linux.
  • Fixed voice chat volume being way too low.
  • Fixed non-convex objects falling through the table.
  • Fixed end turn button making button sound twice.
  • Fixed cloning infinite bag bug creating garbage in save file.
  • Fixed jittering cards in hand and other issues.
  • Fixed issue when hovering over trash can in the Workshop, Save/Load menus.
  • Fixed issue with not being able to delete newly created snap points.
  • Fixed issue with Digital Clock being used when digital is checked off in permissions.
  • Fixed issue where players can type numbers in the counter when digital permission is checked off.
  • Fixed transparency issues on miscellaneous UI elements.

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator - Kimiko
This update is a two-parter, the first focusing on the changes in the live build (all scripting) and the second is a beta branch you can opt in to, to test out Tabletop Simulator in Unity 5 (with all the regular updates as well)! Please check it out and let us know in this thread or this thread of any bugs, issues, etc that you find. The more people who test it out and let us know of any problems, the faster we can get it working and implemented into the live build. Also, people on Unity 5 will be able to play with those on the live build. This is our initial upgrade to Unity 5 with all the same graphics. We’ll be looking into physics-based rendering in the future. Keep an eye out.

Thanks for your help and hope you like the changes!



Live Build

Scripting Improvements
  • Fixed getSeatedPlayers(). Deep copy of playerlist now.
  • Reordered parameters on setGlobalScriptTable().
  • Fixed setTable(). It wasn't working right in the first place.
  • Fixed setGlobalScriptTable(). It wasn't working right in the first place.
  • getPointerPosition() and getPointerRotation() now return nil if passed a player color that is not seated
  • colorToPlayerName() now returns nil if the player color is not seated and lets execution of the script continue.
  • Removed error message from getObjectFromGUID(). It just returns nil which the scripter can check for.
  • onPlayerTurnStart() is now called after player clicks OK in hotseat mode.
  • Added "Global" global reference to Object and Global. Should only be used for referencing things that the Global Script owns.
  • Deprecated getGlobalScriptVar(), setGlobalScriptVar(), getGlobalScriptTable(), setGlobalScriptTable(). Use Global.getVar(), Global.setVar(), Global.getTable(), Global.setTable() instead.
  • takeObject() gains an optional parameter 'callback_owner'.
  • Added "resting" member variable to Object script.
  • Spectators can no longer click on Lua created buttons.
  • spawnObject() now takes a Table for a parameter which includes a callback function.
  • You can now call createButton() immediately after clearButtons() in the same frame.
  • Added Player class and getPlayer() function.
  • Player class can get and set lift height for a player.
  • Player class can tell if player is blindfolded. Setting this just calls blind()/unblind().
  • Player class has blind() and unblind().
  • Deprecated getPointerPosition(), getPointerRotation(), and getPlayerHandPositionAndRotation(). They are now in the Player class as getPointerPosition(), getPointerRotation(), and getPlayerHand().
  • Deprecated colorToPlayerName(). It is now in the Player class as steam_name member variable.
  • Added Counter class.
  • Added Tablet URL to getValue() and setValue().
  • Fixed multiple buttons on a single object not syncing to players who joined late.
  • Added addForce() and addTorque() to Object script.
  • Added getVelocity() and getAngularVelocity() to Object script.
  • Added mass member variable to Object script.
  • Added use_gravity member variable to Object script.
  • Added drag member variable to Object script.
  • Added angular_drag member variable to Object script.
  • Added static_friction member variable to Object script.
  • Added dynamic_friction member variable to Object script.
  • Added bounciness member variable to Object script.
  • Added held_by_color member variable to Object script.
  • Added guid member variable to Object script.
  • Added missing parameters for setCustomObject for Custom Model.
  • Added spawn Custom Figurine, Custom Board, Custom Tile, Custom Token, and Custom Dice.
  • Added onPickedUp() and onDropped() events to Object script.
  • takeObject() called from a deck will now take the top card and not the bottom by default.
  • Added optional parameter to takeObject() for deck that will take from either the top or the bottom. Defaults to top.
  • Fixed setRotationSmooth() and rotate() for (0, 0, 0).
  • Objects taken from a container default to the rotation of the container if no rotation is provided in the parameters. If you set the rotation on a card but want to keep it facing (up/down) the same way as the deck, set the z component in the rotation parameter to the the z component of the deck via deck.getRotation().z.
  • onObjectDestroyed() now has the object reference as a parameter. It has 1 frame left to live. It fires immediately before the object's onDestroy() event.
  • Added getButtons() to Object script.
  • Added removeButton() to Object script. It takes a frame for the button to be removed so multiple buttons can be removed in the same frame with their indices being preserved. In the following frame, the indices of any existing buttons are updated to their new locations as children on the object.
  • Added editButton() to Object script.
  • Calling getObjects() on a deck now returns a list of the cards with their indices inside the deck.
  • takeObject() can remove a card from a deck based on its index in the deck.
  • Added cut() for stacks and decks.
  • Added getStateCount(), shuffleStates(), and setState() to Object script.



Beta - Unity 5

These are the changes that are different from the live build and Unity 5. To opt in to the beta, right click on Tabletop Simulator in your Steam library, then click Properties. There will be a new “Betas” tab. At the drop down menu choose “beta - Unity 5”. If it asks for a code, you can ignore it, as you will get the download. You will need to opt out of beta again to get back to the live build, but all players can play with one another, regardless.

Improvements:
  • Overall performance improvements.
  • Physics stability and performance.
  • Objects will no longer go through each other.
  • Optimized many scripts for improved performance.
  • Stutter reduction.
  • Greatly improved the accuracy of auto raise.
  • Zones (Hidden, Lua, etc.) are now much more reliable.
  • Increased the number of objects that can be selected / grabbed from 64 to 128.
  • UI should be much more responsive.
  • Box select now works properly when 3D Text is selected.

Limitations:
  • Concave/Nonconvex colliders are only supported for locked objects.
  • Touch input is currently disabled for porting to Unity 5.
  • Tablet screen is not working.
  • All sounds aren’t working on Linux.
  • LINUX USERS: Add -force-opengl to the launch parameters otherwise the game will crash. This is a Unity bug in Unity 5 that Unity is planning on fixing at some point.
  • Minimum requirements Windows XP SP2
  • Minimum requirements Mac OS X 10.8

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator - Kimiko
This update is a two-parter, the first focusing on the changes in the live build (all scripting) and the second is a beta branch you can opt in to, to test out Tabletop Simulator in Unity 5 (with all the regular updates as well)! Please check it out and let us know in this thread or this thread of any bugs, issues, etc that you find. The more people who test it out and let us know of any problems, the faster we can get it working and implemented into the live build. Also, people on Unity 5 will be able to play with those on the live build. This is our initial upgrade to Unity 5 with all the same graphics. We’ll be looking into physics-based rendering in the future. Keep an eye out.

Thanks for your help and hope you like the changes!



Live Build

Scripting Improvements
  • Fixed getSeatedPlayers(). Deep copy of playerlist now.
  • Reordered parameters on setGlobalScriptTable().
  • Fixed setTable(). It wasn't working right in the first place.
  • Fixed setGlobalScriptTable(). It wasn't working right in the first place.
  • getPointerPosition() and getPointerRotation() now return nil if passed a player color that is not seated
  • colorToPlayerName() now returns nil if the player color is not seated and lets execution of the script continue.
  • Removed error message from getObjectFromGUID(). It just returns nil which the scripter can check for.
  • onPlayerTurnStart() is now called after player clicks OK in hotseat mode.
  • Added "Global" global reference to Object and Global. Should only be used for referencing things that the Global Script owns.
  • Deprecated getGlobalScriptVar(), setGlobalScriptVar(), getGlobalScriptTable(), setGlobalScriptTable(). Use Global.getVar(), Global.setVar(), Global.getTable(), Global.setTable() instead.
  • takeObject() gains an optional parameter 'callback_owner'.
  • Added "resting" member variable to Object script.
  • Spectators can no longer click on Lua created buttons.
  • spawnObject() now takes a Table for a parameter which includes a callback function.
  • You can now call createButton() immediately after clearButtons() in the same frame.
  • Added Player class and getPlayer() function.
  • Player class can get and set lift height for a player.
  • Player class can tell if player is blindfolded. Setting this just calls blind()/unblind().
  • Player class has blind() and unblind().
  • Deprecated getPointerPosition(), getPointerRotation(), and getPlayerHandPositionAndRotation(). They are now in the Player class as getPointerPosition(), getPointerRotation(), and getPlayerHand().
  • Deprecated colorToPlayerName(). It is now in the Player class as steam_name member variable.
  • Added Counter class.
  • Added Tablet URL to getValue() and setValue().
  • Fixed multiple buttons on a single object not syncing to players who joined late.
  • Added addForce() and addTorque() to Object script.
  • Added getVelocity() and getAngularVelocity() to Object script.
  • Added mass member variable to Object script.
  • Added use_gravity member variable to Object script.
  • Added drag member variable to Object script.
  • Added angular_drag member variable to Object script.
  • Added static_friction member variable to Object script.
  • Added dynamic_friction member variable to Object script.
  • Added bounciness member variable to Object script.
  • Added held_by_color member variable to Object script.
  • Added guid member variable to Object script.
  • Added missing parameters for setCustomObject for Custom Model.
  • Added spawn Custom Figurine, Custom Board, Custom Tile, Custom Token, and Custom Dice.
  • Added onPickedUp() and onDropped() events to Object script.
  • takeObject() called from a deck will now take the top card and not the bottom by default.
  • Added optional parameter to takeObject() for deck that will take from either the top or the bottom. Defaults to top.
  • Fixed setRotationSmooth() and rotate() for (0, 0, 0).
  • Objects taken from a container default to the rotation of the container if no rotation is provided in the parameters. If you set the rotation on a card but want to keep it facing (up/down) the same way as the deck, set the z component in the rotation parameter to the the z component of the deck via deck.getRotation().z.
  • onObjectDestroyed() now has the object reference as a parameter. It has 1 frame left to live. It fires immediately before the object's onDestroy() event.
  • Added getButtons() to Object script.
  • Added removeButton() to Object script. It takes a frame for the button to be removed so multiple buttons can be removed in the same frame with their indices being preserved. In the following frame, the indices of any existing buttons are updated to their new locations as children on the object.
  • Added editButton() to Object script.
  • Calling getObjects() on a deck now returns a list of the cards with their indices inside the deck.
  • takeObject() can remove a card from a deck based on its index in the deck.
  • Added cut() for stacks and decks.
  • Added getStateCount(), shuffleStates(), and setState() to Object script.



Beta - Unity 5

These are the changes that are different from the live build and Unity 5. To opt in to the beta, right click on Tabletop Simulator in your Steam library, then click Properties. There will be a new “Betas” tab. At the drop down menu choose “beta - Unity 5”. If it asks for a code, you can ignore it, as you will get the download. You will need to opt out of beta again to get back to the live build, but all players can play with one another, regardless.

Improvements:
  • Overall performance improvements.
  • Physics stability and performance.
  • Objects will no longer go through each other.
  • Optimized many scripts for improved performance.
  • Stutter reduction.
  • Greatly improved the accuracy of auto raise.
  • Zones (Hidden, Lua, etc.) are now much more reliable.
  • Increased the number of objects that can be selected / grabbed from 64 to 128.
  • UI should be much more responsive.
  • Box select now works properly when 3D Text is selected.

Limitations:
  • Concave/Nonconvex colliders are only supported for locked objects.
  • Touch input is currently disabled for porting to Unity 5.
  • Tablet screen is not working.
  • All sounds aren’t working on Linux.
  • LINUX USERS: Add -force-opengl to the launch parameters otherwise the game will crash. This is a Unity bug in Unity 5 that Unity is planning on fixing at some point.
  • Minimum requirements Windows XP SP2
  • Minimum requirements Mac OS X 10.8

Stay up to date on development by following us on Twitter and Facebook!
Tabletop Simulator - Kimiko


Welcome to The Scoop, our regular community update for Tabletop Simulator and Berserk Games!

Dev Chat

A huge addition we added to Tabletop Simulator was scripting. This is something a large part of our community has been asking for since the beginning. We weren't sure if or how we'd be able to implement it, but we were able to finally make it happen. It's still a work in progress, but we're continually working to make it the best it can be. An option was recently added so scripting can be disabled for those who want a pure "real life" rendition of their board games. You can find that in your host options.

We've got a couple example scripts that you can check out on the Workshop: Blackjack and Chess Clock.



It's hard to believe how much we've been improving TTS and it will only get better from here!

Also, don't forget to check out our Knowledge Base. There is a lot of helpful information that you may not have known existed, so be sure to read through it! We're adding things to it all the time, so keep checking back!

------------------------------------------------------------------------------------

DLC News
We've got two more partnerships to announce this week!

First up, we have partnered with Dan Verssen Games to bring Warfighter to digital life in Tabletop Simulator!

Warfighter is a card game for 1 to 6 players. Command the world's best Special Forces operators and complete vital assault missions around the world!



We've also partnered with Game Revenant to bring their first game, Mr. Game!, which had a successful Kickstarter in early 2015, to Tabletop Simulator!

Mr. Game! is a modern take on the classic family "roll-and-move" genre of board games. Most of these games follow a pretty familiar pattern: start at point A, get to point B.
ONE GOAL, ENDLESS POSSIBILITIES!



Our Scythe DLC released in February and it's a beauty! This is our second game from Stonemaier Games and we'll be recreating Viticulture in the future as well.



------------------------------------------------------------------------------------

Future Updates

We value our community's feedback and over this past year we have implemented a lot of features and suggestions that you guys have given us. And we're still listening! Please continue to post your suggestions on our official forums.

We're currently experimenting with Unity 5 and the results are positive so far! There is one roadblock that we're working on with the Unity team to troubleshoot. We want to make sure everything is in 100% working order before we make a commitment to make the changeover, so please be patient while we work on this as it could take some time to get everything up to date.

In addition to the major jump to Unity 5, we're also working on an upgraded Turns system and a Game Manager which will make keeping track of your games and mods much easier and will also look a lot nicer, because let's face it, the current menu for Workshop/Save/Load is pretty ugly!

Stay tuned!

------------------------------------------------------------------------------------


Want more? Stay up to date on development and other fun things by following us on Twitter and Facebook!


Tabletop Simulator - Kimiko


Welcome to The Scoop, our regular community update for Tabletop Simulator and Berserk Games!

Dev Chat

A huge addition we added to Tabletop Simulator was scripting. This is something a large part of our community has been asking for since the beginning. We weren't sure if or how we'd be able to implement it, but we were able to finally make it happen. It's still a work in progress, but we're continually working to make it the best it can be. An option was recently added so scripting can be disabled for those who want a pure "real life" rendition of their board games. You can find that in your host options.

We've got a couple example scripts that you can check out on the Workshop: Blackjack and Chess Clock.



It's hard to believe how much we've been improving TTS and it will only get better from here!

Also, don't forget to check out our Knowledge Base. There is a lot of helpful information that you may not have known existed, so be sure to read through it! We're adding things to it all the time, so keep checking back!

------------------------------------------------------------------------------------

DLC News
We've got two more partnerships to announce this week!

First up, we have partnered with Dan Verssen Games to bring Warfighter to digital life in Tabletop Simulator!

Warfighter is a card game for 1 to 6 players. Command the world's best Special Forces operators and complete vital assault missions around the world!



We've also partnered with Game Revenant to bring their first game, Mr. Game!, which had a successful Kickstarter in early 2015, to Tabletop Simulator!

Mr. Game! is a modern take on the classic family "roll-and-move" genre of board games. Most of these games follow a pretty familiar pattern: start at point A, get to point B.
ONE GOAL, ENDLESS POSSIBILITIES!



Our Scythe DLC released in February and it's a beauty! This is our second game from Stonemaier Games and we'll be recreating Viticulture in the future as well.



------------------------------------------------------------------------------------

Future Updates

We value our community's feedback and over this past year we have implemented a lot of features and suggestions that you guys have given us. And we're still listening! Please continue to post your suggestions on our official forums.

We're currently experimenting with Unity 5 and the results are positive so far! There is one roadblock that we're working on with the Unity team to troubleshoot. We want to make sure everything is in 100% working order before we make a commitment to make the changeover, so please be patient while we work on this as it could take some time to get everything up to date.

In addition to the major jump to Unity 5, we're also working on an upgraded Turns system and a Game Manager which will make keeping track of your games and mods much easier and will also look a lot nicer, because let's face it, the current menu for Workshop/Save/Load is pretty ugly!

Stay tuned!

------------------------------------------------------------------------------------


Want more? Stay up to date on development and other fun things by following us on Twitter and Facebook!


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