Heard some folks were having problems timing out trying to visit Sarsparilla Springs. We got that all fixed so come over and say howdy ya'all!
Custom Colors (Beta)
Now in beta... All color pickers (recolor, swatches, magic marker, etc!) include a custom option that lets you choose any color via an HSV picker or HEX input field. Note that we may need to retroactively make minor adjustments to custom colors as we leave beta or change our rendering system down the road.
Multi-Select Config (Beta)
Multi Select Config is here (in beta)! When more than one object is selected by the maker pen, you can edit config options that are present on all selected objects! To start, this only includes some of the basic prop and shape options. More to come as creators let us know what is valuable to add!
Additionally, config is now strongly tied to selection. The config menu is always linked to all objects you have selected.
Creator Roles (Beta)
If your room is beta-enabled, there's a new "Maker Pen" tab in the "Game Roles" settings screen.
There are new Game Role settings governing Can Use Maker Pen, Can Use Room Reset Button, Can Use Delete All Button, Can Save Inventions, and Can Spawn Inventions. A user must have the right Game Role OR Room Permission (if Game Role has not been overridden) to do any of these things.
A brand new Game Role setting called "Can Create Role Assignment Chips." When disabled, users will not be able to spawn role-assigning objects (Role Mapper Chip, Costume Dummy, Add Player Role Chip, Remove Player Role Chip).
There is another new Game Role setting called "Creation Restrictions Apply." The room owner must enable the room setting "Enable Creation Restriction Settings in Roles" to use this feature. As objects are created, they are imprinted with the creator's current Game Roles. When other players attempt to select those objects, they must share a common Game Role with the imprinted role set. Room owners and co-owners are not subject to these restrictions, and can modify the restrictions on objects via the config menu.
Circuits Updates
Known issue (fix soon!) - the Equip to Player chips cannot currently equip objects to a player that is not local.
Fixed Get Party of Player chip for non-local player inputs.
Fixed a bug where cloud variables wouldn't always have their values saved if you left a room using auto-follow.
Fixed a bug where the Costume Unequip chip would run when its Player output was used by another chip or looked at with the connect tool.
Role restrictions now properly work on seats.
Constant chips now share a fresh new look.
Added additional object board attachment modes, 'Follow' and 'Orbit'. These allow boards to track the movement of their attached object without rotating, so that you never wind up with an upside-down chip on your Rotator! (Existing boards won’t be affected, but new ones will default to “Follow.”)
Added List Shuffle chip in beta for all your list shuffling needs.
Fixed the Make Tuple chip (beta). Now it makes a tuple instead of... not... doing that... Look, it just didn't work at all before, but now it does.
Fixed a bug where Circuits chips would sometimes move faster than other things you had selected when using move/transform. Turns out chips get the zoomies too.
Tapping a port with the connect tool to disconnect its wires no longer selects it.
Removed the beta requirement from deletable object boards.
Fix for equip chip "cannot be equipped when not visible" error when a tool is indeed visible.
Fixed a bug that prevented recently configured spawner components from working as expected.
General Improvements and Bug Fixes
You could already share rooms and photos, but now you can also share public/unlisted events and public clubs in chat!
Fixed a bug where active public events wouldn't show up in an event search. Now you can be fashionably late to an event, even if you didn't RSVP.
Screens Gestures are moved back to a radial menu for all control schemes.
Fixed an issue where buttons in the watch UI would not appear as configured.
Fixed a bug that could cause the cursor to become misplaced when typing in the palette search field. o more having your first character end up at the end!N
Fixed a bug where tubes drawn with the Charades Pen would sometimes look like they were pinched or really twisty. That was definitely the reason why nobody could figure out what I was drawing!
Connecting two unselected objects no longer clears your current selection.
Here's the big one - we're rolling out new control schemes for Screens:
Some of you might have the option to change your control scheme! If not, hang in there, we're trying to get them out to everyone ASAP!
Yes, there is a Classic option, we aren't forcing you to relearn all the buttons like last time... but the new controls are pretty slick and an easy adjustment coming from other first person games
More exciting news, this update paves the way for rebindable controls, which are Coming Soon! So if you're not totally satisfied with the keys we picked, or want a blend of our two control schemes, stay tuned for that. Lefties, rejoice!
If you've played any other first person games on your device, the new Default controls should feel like a comfy sweater.
Swap out your held tool and pick up another one in a single button press (like toss + grab combined)
Aim down sights with the right click / left trigger (how conventional!)
Dedicated reload input, which you can even use while holding a grenade/map/flag
Holsters show a preview of each slot in the HUD
Holster shortcuts for each slot on Keyboard & Touch
Share Cam and Maker Pen shortcuts on Keyboard & Touch
UGC objects can be configured as Dominant, Offhand, or Dual Wield. This will help out Screen players so they hold objects in the right (I mean... correct) hand. See the blog for more info.
More controls updates
We've converted some RRO interactions so you can use them even with your hands full - just like Doors, Seats, or the Interaction Volume. You can now:
Loot chests in Rec Royale and quests
Collect ammo/gold/silver
Return the Paintball flag for your team
Don't try this at home, folks - opening chests with your hands full will likely lead to bruised knuckles in real life!
We updated waving controls so Screen players can be more expressive in real-time:
You can now change hand poses on the fly, no digging through menus. Time for a dance off!
The last hand pose is remembered for next time you wave so you can have it ready. We expect you'll all remember to turn off thumbs down within a week or two!
Added analog reaching with Gamepad triggers
You can now hold out the fist pose as a shortcut to offer a Party Up prompt to other Screen players (same as how VR offers the prompt)
We're starting to expand Third Person capability & parity:
You can now do all movements in Third Person like sprint, crouch, and even climb
Added two-handed waving so you can practice your moves in either perspective (dance Mode is taking a breather for now!)
Misc. Screens controls:
Sprint resumes when un-crouching (while using auto sprint or still holding the sprint button)
Touch does not unintentionally exit crouch/prone when moving forward. Crawling, full speed ahead!
Holster cycling goes right in order, so it's more predictable and easier to use all available slots
Emotes menu now opens instantly so you can react faster - get that grimace in before the moment passes!
Flick up on the watch notification to dismiss it on Touch, just like dismissing all those mobile notifications you get from us!
Fixed Rec Royale chests getting stuck in your hand and opening automatically (firmly grasp it for a few seconds to open)
Screens visuals/animation
Flying hands animation is less in your face
Added subtle zoom for guns that didn't have aim down sights already
Lots of animation tuning on various items like melee weapons, breakable weapons, and guns
Dorm Skins Store Improvements
We're starting to roll out a few small improvements to store features. Dorm Skins now have their own fully organized & curated store tab that you can access through the Dorm Skins mirror button. We've also brought back a "Buy" button - you can now purchase dorm skins & inventions directly from their card in the store without going through the invention details page. You can still access the invention details page by clicking on the item itself. Get that fresh dorm skin even faster!
New Beta Creative Tools
CV2 Equipment Chips (Beta)
Equip, unequip, and holster objects onto players with CV2! Want to give your players a cat to hold? Give 'em a cat to hold!
Six new beta chips: Equip Object to Dominant Hand, Equip Object to Off Hand, Holster Object, Unequip Object from Player, Unequip Object, Unequip Slots
One new beta player logic board event: Object Grabbed
CV2 Welcome Mat and Room Flow chips (Beta)
These showed up a couple patches ago, but we forgot to mention them! Use "Go To Room" to send a player to a Room, subroom, and Welcome Mat as specified in a Room Destination constant. We're looking forward to the greater immersion and better flow you can create in your rooms!
As was the case previously, if the destination is a different room, you may only target public subrooms. The party invite/auto follow options should also be consistent with the existing doors.
New to V2, the Room Destination can include a specific welcome mat instead of the other way around. (The destination room must be saved after the welcome mat is placed in order for the welcome mat to be an available selection.)
Set a welcome mat as "Default" to prioritize it for new arrivals.
The welcome mat includes a visualization for spawn radius that turns red if there are no valid spawn locations within the specified radius. I'm sure you'll all miss falling through floors, getting your heads stuck in the ceiling, etc. etc.
The V1 welcome mat has been renamed "Welcome Mat (Legacy)"
Five new beta chips: Welcome Mat Enable, Go To Room (Note: the setting "Remove Griefable Chips" will affect Go To Room), Room Destination (Constant), Room Destination (Variable), Room Destination List (Variable)
One new beta component: Welcome Mat
CV2 Combat HUD UI (Beta)
Add Player HUD UI elements that can be used for in-game stats such as score, timer, health, ammo, etc. Configure a new HUD Element constant for each part of your UI, then use the corresponding chips to enable and modify those elements to suit your game. We've seen some pretty cool HUDs in Rec Room and we hope this lets you do even more!
Respawn a player with Respawn Player and they'll spawn at one of any number of Respawn Points configured to spawn the specified role or tag. Respawn Points can also be configured to avoid players with a different role or a tag within a radius, and will try to choose the safest place to put the respawning player. Use the accompanying chips to dynamically enable spawn points, add or remove roles or tags, or target a specific spawn point directly.
12 new beta chips: Respawn Point Add Avoid Role, Respawn Point Add Avoid Tag, Respawn Point Add Spawn Role, Respawn Point Add Spawn Tag, Respawn Point Get Active, Respawn Point Remove Avoid Role, Respawn Point Remove Avoid Tag, Respawn Point Remove Spawn Role, Respawn Point Remove Spawn Tag, Respawn Point Respawn Player, Respawn Point Respawn Player At Respawn Point, Respawn Point Remove Set Active
One new beta component: Respawn Point
CV2 Gun Handle (Beta)
Much like the trigger handle, pressing the action button while holding the Gun Handle will output a CV2 signal. However, the gun handle can be configured to support reload, role-based aim assist, and other gun-specific features such as you might find on our paintball guns. The Gun Handle is best paired with the Projectile Launcher component. Pew pew pew!
10 new beta chips: Gun Handle Add Auto Aim Role, Gun Handle Apply Recoil, Gun Handle Get Current Ammo, Gun Handle Get Firing Direction, Gun Handle Get Max Ammo, Gun Handle Remove Auto Aim Role, Gun Handle Set ADS Enabled, Gun Handle Set Auto Aim Roles, Gun Handle Set Current Ammo, Gun Handle Set Max Ammo
One new beta component: Gun Handle
We can't wait to see what you make!
General Improvements and Bug Fixes
Fixed a bug where the first reward item would not be shown in the Frontier Pass menu if opened in a second instance of RecRoyale.
CV2 Dome Light angle and softness parameters are now set properly again.
Bug Fix for the KO Shirts. We'll miss you, wacky dual-color shirts!
Fixed a bug where you could give other players admin permissions on your portfolio.
Moved projectile and explosion hit events out of beta
Added the 'String Concat' chip to concatenate a series of strings with an optional separator (beta)
Added audio constant chips to work with the Audio Player: SFX, Music, Ambience. These include all the same sounds from the SFX gadget and the two radio props, with a few new ones added in! (Beta)
Added a "Set Firing Player" chip for the projectile launcher (Beta)
Added projectile force to the Projectile Launcher component. Use the force, Coach!
Upgraded Projectile Launcher's projectile spread values to float precision
Improved Projectile Launcher behavior while in motion
Added a "Set Camera Shake" chip (Beta). (To Mamamonkey's great relief, this only affects Screens players!)
Taggable chips caused some issues with load times and have temporarily been altered. The taggable type has been removed and these chips now work with players and objects directly. Slight updates to rooms may be necessary but many others are fixed by this change.
New Text components behave better with left and right alignment. Text components already in use will continue to function as they did previously. Replace them with a new version from the palette to get the fix!
Circuit boards can now be placed inside object boards, player definition boards, and other circuit boards.
Audio Sample Recorder maintains data on menu tear-off now.
Update to UI Layout for Audio Sample Recorder
Beta Releases
Audio Player Get Playing
Audio Player Get Volume
Audio Player Get Speed
General Improvements and Bug Fixes
When we moved Circuits V1 into the Legacy status, we accidentally made tags saved in old rooms fall off of their respective objects and so, they broke! We reapplied some fresh tape and they are now much better, and fixed!
Fixed a bug where V1 Piston gizmos could appear at the wrong position to joining players.
Fixed a bug where Circuit-controlled shapes (e.g. platforms and elevators) could get stuck in - place when a player steps on them.
Now RR+ members can create their own Custom Shirt and wear it anywhere in Rec Room!
Here's how to create a shirt:
Spawn the Clothing Customizer from your backpack in the Dorm Room. Draw your own design (like you would on an art canvas or whiteboard). Select “Publish” and give your shirt a name and description. After creating the shirt, you can go to the mirror to customize your avatar. Find your new shirt under the Torso tab -> Custom sub-tab and equip it!
Please remember to follow our Code of Conduct when creating! To report a Custom Shirt, use the report player screen and select the category "Inappropriate Custom Clothing". You can also initiate a vote kick over a custom shirt if necessary. You can create up to 100 custom shirts.
We’re excited to see how creative you can be, and be on the lookout for future updates around this feature that will allow custom shirts to be sold with other players! =]
Photo Roll
Drumroll please... we're rolling out the Photo Roll! Access all the photos you've bankrolled to Rec.net (yep, all of 'em!) right from the Share Camera. Have pictures of you and your friends rollicking in Rec Royale? You can share them with your friends in chat! We'll be rolling Photoroll out to more and more players over the coming weeks.
Circuits V2 Updates
- Added speed and acceleration configure settings to Piston V2 and Rotator V2. - Configuring an Object Board will now display a button that will open the configuration menu for the attached object. - This button has been placed in a new "Rec Room Object" foldout, and the existing "Detach from object" toggle has been moved into it. - The existing "Detach from object" button will no longer appear on player boards where it would previously display an error. - "Detach From Object" has been renamed to "Detach From Rec Room Object" - Similarly, there is a new button on the configuration menu for Creation Objects with Object Boards, that will open the configuration menu for the attached Object Board.
Color improvements - Adjusted light object boards to use the Color type, rather than color index int - Modified boards for the Point Light, Spotlight, and Dome Light - Added default port values to match the existing Dome Light values - Moved Color type related chips out of beta, including Color Constant, Color (variable), Color to Int, Emitter Set Color V2, Light Set Color V2, List Color (variable), Text Set Color V2 - Added palette filter paths to the new dome light chips: 'Light Set Specular Node V2' and 'Light Set Softness Node V2' have been added to Object/Light - Color to Int Chip has been removed from the palette to make way for custom colors.
New Chips
- Audio Player: Get Volume, Get Playing, Get Speed - Emitter: Get Looping, Get Size, Get Speed, Get Playing - Light: Get Angle, Get Color, Get Intensity, Get Range, Get Enabled, Get Specular Contribution, Get Softness - Text: Get Color - Seat: Get Lock In, Get Lock Out
Beta Releases
- Doors V2, Audio Player, Invisible Collision, Explosion Emitter, Projectile Launcher, Switch Chips, Set Rotation Chip, Set Transform Chip
Bugs Fixed
- Fixed formatting on the port renaming field to match other chip configuration fields. The field now correctly allows for spaces. - Fixed a bug that caused reflection probes to not revert to their original state after deselecting a Sky Dome chip - Fixed input configuration and variable home values input fields for Bool, String, and Int values: - Bool values will now use a toggle, rather than typing "true" or "false" into a text field - String values will now use a multiline input area, rather than a single-line text field - Int values will use an int input field, which performs input validation and enables the numerical keyboard on VR - Sample Audio offset input is fixed in VR - Fixed Cloud Variable settings page not populating correctly after closing and reopening it - Fixed the seat thumbnail in the palette so it's no longer invisible, now go take a rest!
General Improvements and Bug Fixes
- Fixed a bug causing the scrollbar on the New Player Challenges page to be invisible. - Fixed an issue where MakerPen tearoff menus did not remember their previous position in VR. - Fixed a bug where menus would clip into the VR keyboard.
This is a very special, and timely update of Rec Room for a big update to our room loading mechanics. This should be a completely under the hood, boring change hopefully. But the long term gains are more reliable loads, and less corrupted room instances.
BUT, for a brief window of time Steam will be on a Rec Room island, and not able to play with friends on other platforms! We promise it will be brief (just a few hours), and is not normal! But due to the nature of the change we need to slow roll this one. Steam gets to go first and be pioneers in this new world!
And yes this is the third time. We got it pretty close last time, but not 100%.
This is a very special, and timely update of Rec Room for a big update to our room loading mechanics. This should be a completely under the hood, boring change hopefully. But the long term gains are more reliable loads, and less corrupted room instances.
BUT, for a brief window of time Steam will be on a Rec Room island, and not able to play with friends on other platforms! We promise it will be brief (just a few hours), and is not normal! But due to the nature of the change we need to slow roll this one. Steam gets to go first and be pioneers in this new world!
And yes this is the second time. We got it pretty close last time, but not 100%. Please see here for convenient links to controls, tutorials, comfort options, etc.: https://recroom.com/community
We love to hear your feedback, so please don't hesitate to let us know what you think.
This is a very special, and timely update of Rec Room for a big update to our room loading mechanics. This should be a completely under the hood, boring change hopefully. But the long term gains are more reliable loads, and less corrupted room instances.
BUT, for a brief window of time Steam will be on a Rec Room island, and not able to play with friends on other platforms! We promise it will be brief (just a few hours), and is not normal! But due to the nature of the change we need to slow roll this one. Steam gets to go first and be pioneers in this new world!
With this update, we'll start rolling out the ability to share Room Details Pages to chats! Pressing "Share" on a Room Details Page now reveals a "Share to Chat" option. From there, it's as easy as picking the DMs or Friends you want to share the Room with! Randomly browsing and seeing something cool to share? Want to share your favorite rooms with your favorite people? We've got you!
General Improvements and Bug Fixes
Inventions and Clipboard objects are now displayed in front of the Maker Pen before placing them with the Create tool! Now you can see a better preview of what something will look like before you spawn it.
Copy-paste can now be done faster by selecting objects with the Select tool and clicking the Create tool, for all you speed-running builders!
After monitoring the first version of the new Player Profile in game, gathering your fantastic feedback, and using it daily ourselves, we've made some big layout and function improvements.
- Player moderation buttons (like Block and Mute) are now directly accessible and give clear feedback on use. - Messaging players is easier with a revised "friend-mode" layout. - The return of the Introduce Friend and Block List buttons! Can't believe we forgot them! - Register your email in the settings menu. - Larger profile pic (and direct customization of it on your local Profile page!) - Better visual feedback for blocking, being in the same room, going offline, and more. - You can send Invites and Party Up requests to appearing-Offline players. - You can no longer click through to the room page when a player is in a private room. - Some behind-the-scenes tweaks to improve performance. - Avatar reactions to your menu interactions! Try making a friend or sending a cheer!
Construction Gizmos
Building is hard. Building is especially hard if you like being precise, since using a water bottle as a ruler can be… tricky. (Looking at you, ^RickCenter!) To make things easier, we’ve added some construction gizmos! These are three new gizmos that help give you a sense of scale, distance, and angles in your creations. Note that your room must be beta-enabled to try these out, and some gizmos have relatively high ink cost due to their many guide-lines and text labels.
- Unit Cube: This simple gizmo shows the size of an in-game cubic meter. - Smart Ruler: This gizmo shows configurable guidelines in world units across its local X axis. Scale it up or down to suit your needs! - Smart Protractor: This gizmo shows configurable angle guidelines. Scale it up or down to suit your needs!
Sample Audio V2
- 5 minute sample audio duration. - Destructive trimming. Saving a sample after trimming will trim the audio permanently. - Always loaded config option. Clips set to always load will have no load time. - Clips <1 second will be always loaded by default. - New trimming slider. - Saving time for trimmed audio clips will be significantly longer than before, but load times will be significantly shorter.
Circuits V2 Updates
General Changes
- Port hover now supports more types - `List` (shows element count) - `Player` - `Rec Room Object` - `Quaternion` - `Vector3` - Player Tags - Tags can now be added to players similar to how they could previously be added to objects - Player tags do not yet work with all of the same objects as object tags, but they will in future updates - Ports can now be renamed on boards - Groups of ports can now be renamed on boards - All of the content of boards can now be deleted with a new button in the config menu
New Chips
- `Collision Data Get Distance` - `Collision Data Get Object` - `Collision Data Get Normal` - `Collision Data Get Player` - `Collision Data Get Position` - `Get Is Private Instance` - `OverlapSphere` - Switch Chips - `Execution Integer Switch` - `Execution String Switch` - `Value Integer Switch` - `Value String Switch`
New Objects
- `Explosion Emitter` - `Invisible Collision V2`
Beta Releases
- `Add Tag` - `Angular Velocity Add` - `Angular Velocity Set` - `Get Any Player with Role` - `Get First Tag` - `Remove Tag` - `Set Angular Velocity` - `Spherecast`
Bugs Fixed
- Scrolling event definitions on event chips is now easier - Angular Velocity chips are now categorized in search - Circuits values no longer reset when players join rooms - Projectile launcher sfx origin - Emitter V2 particle looping fixed - The chip deletion outline is now red - `Rec Room Object` will now cast to and from more types - Player boards can no longer be renamed - Comment chip now shows correctly on iOS - Object boards now appear in better locations when used with deformable objects like trigger volumes - Data stored on `Sample Audio` chips will now survive more than 2 weeks! Note: if you have already saved a `Sample Audio` chip into your room, its data is still on a 2 week clock before it disappears. Saving the room again will preserve it forever.
General Improvements and Bug Fixes
- Equipping a helmet will update your avatar's hair to a new "helmet hair" rather than turning the avatar bald. A new toggle is available in the Hat Adjustment menu to disable helmet hair and show your regular hair instead. - Now you can send game invites to players who are offline if they can receive mobile notifications. Your friends can run, but they can’t hide! - The tube radius slider in the palette settings now has notches for the most common tube sizes. You can type in a specific value if you want more precise sizes. - A new setting has been added to allow twists on tubes while moving them. Turn off 'Smooth out Tube Twists While Moving' to allow for twisted creations again! - New Maker Pen Setting - 'Auto Focus Search' - When toggled, the blue search button in the palette immediately focuses the search bar instead of having to click it manually. - Fixed performance for some shape containers. In some scenarios, shape containers set to Decoration were being treated as Physical. This caused significant perf drops if the shape containers were moved. - In VR, the login screen now rotates around to whichever direction you’re looking. _Finally!_ - Improved the feel and fixed some bugginess with scrolling on the title screen chat on mobile. - The Welcome Mat now spawns in an orientation where it’s aligned with the floor because… why did we used to have it spawn the other way!? - Fixed a bug where some options in config menu lists couldn’t be selected. - Fixed object properties getting set back to their home value every time someone joins a room. - Fixed some wonkiness with the Room Creation and Room Clone UI. - Fixed a bug where the same chat thread would appear multiple times on the chat screen. - Fixed a bug where the same chat thread would appear multiple times on the chat screen. Wait... - Fixed an issue with some objects not being thrown properly.
Coach's Fun Fact: In Spain, this is the "Di patata!", or "Say potato!" edition.
Circuits V2
Changed rotation-setting chips to use a forward vector when given a vector input, rather than Euler angles. Hope Euler notice the difference!
The Projectile Hit Player event is now a beta event, as it should've been.
RRO ranged weapons are now compatible with the Projectile Hit Player event.
We've updated default values and limits for configurable Projectile Launcher values - more shootin' speed!
Released the following chips from beta:
Add Angular Velocity
Set Angular Velocity
Rec Room Object Add Tag
Rec Room Object Get First Tag
Rec Room Object Remove Tag
Get Any Player with Role
Spherecast
General Improvements and Bug Fixes
We've added Configurables to all Use Only inventions (including Premium Inventions). Now you can make something grabbable or climbable, change the physics mode from Decoration to Environment, or even lock a costume or other inventions with a Room Key.
Now you can merge identical Use Only inventions (including Premium Inventions).
In the last update, creators could add images for their Keys and Currency, just like a Consumable. Now, players can see those images in the Key and Currency detail views, too!
Clubs Search and Browser have hit the streets with a sharp new makeover that's more than just beauty - we beasted a bunch of search and browser bugs along the way!
Now it's easier to rejoin in-progress events if you get booted to your dorm! You will now be shown the Event Details page upon entering your dorm, instead of the Room Details page.
We've updated Rec Room emojis to Emoji v14.0, so you might see some new (and possibly melting) faces in the emoji menu.
The Picture-In-Picture feature is now updated so every frame looks smoother, plus there's a significant performance gain on low-end mobile devices.
Fixed a bug that could prevent swapping between certain pairs of materials in the Maker Pen.
Minor Text Fixes: Fixed typo in Rec Royale. Our apostroph- I mean, apologies!