Nov 16, 2020
XSOverlay - Xiexe
CHANGES SINCE LAST BETA
CHANGES
  • Added: Clicking on System Monitor bars will take you to relevant graph views of each bar. Clicking on the bar again will take you back to the overall system monitoring page.

  • Changed: System Monitor's Frametimes now polls at 4 times a second, instead of 1 time a second.

  • Changed: Output logs are now cleaner and only output a stack trace when an error occurs. This will be very obvious in the log. Output logs are now stored in "AppData/LocalLow/Xiexe/XSOverlay/output_logs/output_log_date_time.txt" up to a maximum of 10 logs.

  • Removed: A bunch of old now unused UI assets to reduce file size.


BUG FIXES
  • Fixed: Fixed a bug causing GPU usage to not be properly tracked on AMD gpus.

  • Fixed: Perf monitoring text now respects the theme choice.




CHANGES FROM LIVE
CHANGES
  • Added: System performance monitor. This will show next to the wrist overlay and monitor SteamVR Frametime, GPU usage, GPU Temperature, CPU usage VRAM usage, and RAM usage. You can toggle this on or off by clicking the new button on the standard wrist overlay. This is not available while using the minimal wrist overlay currently.

  • Added: Clicking on System Monitor bars will take you to relevant graph views of each bar. Clicking on the bar again will take you back to the overall system monitoring page.

  • Added: You can now skip the tutorial if it has not been completed. There will be a popup to do so (If you haven't already done the first steps.) This will show on every restart if the tutorial has not been completed or skipped. Hitting yes will skip it and set it to a complete state. Hitting no will guide you to look at the next step, and then go away.

  • Added: Layout Mode button to minimal wrist overlay.

  • Changed: UI Cursor will now scale size with distance and should stay the same size in pixels on the screen.

  • Changed: Removed Cursor smoothing if hovering on UI elements. Cursor smoothing should only happen on desktops / windows.

  • Changed: Cleaned up settings config file.

  • Changed: Added an icon on the normal sized wrist overlay to indicate charging, this was changed from being a + at the start of the battery percentage.

  • Changed: UI style of minimal wrist. This will make it more in line with the rest of the overlay.

  • Changed: Minimal overlay average battery will now show an icon relative to the connect controllers.

  • Changed: System Monitor's Frametimes now polls at 4 times a second, instead of 1 time a second.

  • Changed: Output logs are now cleaner and only output a stack trace when an error occurs. This will be very obvious in the log. Output logs are now stored in "AppData/LocalLow/Xiexe/XSOverlay/output_logs/output_log_date_time.txt" up to a maximum of 10 logs.

  • Removed: A bunch of old now unused UI assets to reduce file size.

BUGFIXES
  • Fixed: Settings should be saved when clicking the "Exit VR" button now.

  • Fixed: Tooltips should no longer go supermassive, and should now scale appropriately based on the distance to the head in realtime, rather than only when they're first animated in.

  • Fixed: Window Selection / Monitor Selection / Window Options menu should no longer be on the top of vertical monitors that are set to "Portrait(Flipped)"

  • Fixed: Windows / Monitors that are taller than wide should now maintain the same relative scale when swapped to, instead of becoming giant.

  • Fixed: Input blocking logging more accurately reflects what's happening.

  • Fixed: Some tutorial text not being translated.

  • Fixed: TextInputHost should no longer show up in the window selection list.

  • Fixed: XSOverlay Desktop Window should no longer show up in the window selection list.

  • Fixed: Serialization Depth issues in log from Keyboard layouts.

  • Fixed: New settings that are created in the editor should no longer have scuffed defaults for users that hadn't had those settings prior. (This is why the tutorial wasn't showing for some, because I didn't consider this.)

  • Fixed: Crash when attempting to fetch the window title for an application that was using languages with RTL formatting. This was caused by a bug in Text Mesh Pro, and the "fix" will make RTL languages render backwards. I will correct this when Text Mesh Pro gets an update to fix RTL while using Dynamic texture atlas'.
Aphelion - Evil Bunneh
Hello everybody!

We are really excited to share a new gameplay mechanics of a Battleship class vessel gameplay!



Commanding a Battleship in space brings a whole new perspective to the gameplay. Equipped with heavy weaponry and a fighter bay systems, this vessel is a force to reckon with. The systems are governed by the requisition points that are being generated over time, can be gained by destroying enemy ships and completing objectives.



Additionally, there are doctrines available to switch between while commanding a Battleship. The combat doctrine enables the use of heavy long range cannons designed to counter large enemy crafts. While the tactical doctrine increases the generation rate of requisition points, to enable a more frequent use of special abilities, like calling in fighters.

Undead Development - Ladrik
I’m sorry I haven’t been engaged and the updates have slowed. I have felt stuck. I am not satisfied with the game, but currently it is extremely difficult to expand on and improve the current game. I made a lot of mistakes in how I handled the overall architecture of my code. I am not a professional programmer, I am slowly learning how to do this. My mistakes have made it so that bugs are very hard to fix and new features or additions I want to add take way more time than they should. That is why this patch I am releasing is going to be the last content update for UD. Everyone’s feedback on the game has been amazing but I have felt really bad because so many great ideas are too difficult to implement in the current project. This update adds a final completable level, Steam achievements, and trading cards. I will be monitoring the update for major issues and UD will be leaving Early Access soon.

I have no intention of leaving UD here. I have learned a lot over the course of this project. With everything I’ve learned I know I can create something of much bigger scope. But the only way I can do that is in a fresh project with better planning and a complete code rewrite. I don’t want to promise any features but I will be focusing on multiplayer support among many other large changes and additions. That’s my plan right now. I’m sorry I couldn’t deliver on a more polished, bug-free game. For my own sanity and so I can create a much better game this is what I need to do.



v1.0

New Final Level
-Defend the home base and wait for evacuation in a final completable level.
-Hard Mode version.

New Steam Features
-Steam Achievements
-Steam trading cards, badges, emotes, and profile backgrounds.

A number of small tweaks and improvements.
War Thunder - TheShaolinMonk
We continue to talk about the improvements in the game's appearance that will be brought by the updated graphics engine ‘Dagor Engine 6.0’ in the next major update “New Power” for War Thunder.
We recently showed new skies and visual improvements for War Thunder aircraft. Today we continue to expand on how the new graphics engine in War Thunder will change the look of the game.

Hit effects on armoured vehicles

War Thunder: New Power has improved the appearance and “physics” of hits on ground vehicles. Physically correct armour scars appear on ground vehicles in places where shells hit, now their shape depends on the angle of the shell's collision with the vehicle's armour. In some cases, the projectile can even get stuck in the armour! If armour is penetrated, holes of different diameters appear on the armour, depending on the calibre of the projectile. If a vehicle is on fire, you can see the flame through any holes.





Illuminating shells

In a previous update, War Thunder introduced night vision devices and thermal imagers, which completely changed the feeling of combat at night or in poor visibility conditions. However, not all vehicles in the game have such equipment, and it takes time to research the night vision modules. To make players without night vision able to combat in the dark, we are introducing illumination shells to night locations. AI artillery shoots illumination rounds from time to time over various areas .This improves visibility in combat in the most critical areas of the location. Slowly descending through the air, the illumination projectile lights for a short time, and then goes out. Thus, players without night vision devices will be able to navigate the battlefield more effectively. At the same time, players with night vision devices will be able to see targets better through devices, or not use the active IR spotlight to avoid detection by the enemy. In addition, a parachute with an illumination projectile can be shot down by machine gun or cannon fire.

Shadows from dynamic lights

We’ve increased the maximum number of dynamic lights and added dynamic shadows. Now we’re able to model reliable lighting effects from different sources, such as spotlights and streetlights!





Effects on the grass

In Dagor Engine 6.0, the physics of grass has been improved - when firing a ground vehicle cannon, you can see the effect of the shock wave on the grass.

Burnt out vehicle towing

In the new version of the game, the hulls of destroyed ground vehicles remain on the battlefield until the end of a battle. In some cases, this can be a problem for advancing tanks: for example, when a narrow passage to a capture point is blocked with wrecked vehicles. Now you can use the tow cable to drag a destroyed tank out, or even to barricade an enemy's advance! Additionally, a burned-out tank might be good cover that you can bring with you to a capture point and have cover to hide even in an open field. Experiment!

Bending and vibrations on wings

Now wings can bend in flight under the influence of turbulence. Also, visible vibrations appear on the wing during takeoff, landing, or maneuvering and at high speeds. The nature and intensity of such vibrations depends on the flight model of each aircraft.

Pixel reflectance of surfaces

Various materials in the game environment have a texture with a reflectance power. In previous versions of the game, all dielectrics had a reflectivity value of 0.04, like most dielectrics in the real world. However, in some cases, this may not be enough - for example, normal water reflects half as well and the painting of metal surfaces leads to a complex interaction of dielectrics and metals, and a constant value for all materials becomes insufficient. The correct reflectance on the surfaces creates accurate reflections from various light sources, which make the overall game more natural.

Deep learning super sampling

Thanks to the DLSS 2.0 technology (deep learning super sampling), artificial intelligence performs correct smoothing of objects in the game world for high image resolutions without overloading the computer hardware. This type of image upscaling works with the RTX series of graphics cards.

Hit marks on the environment

In the New Power update, we are implementing realistic hit marks on objects in the game world. Depending on the calibre and type of projectile, voluminous hit marks of different shapes remain on all surfaces. An AP shell hit on a concrete wall will leave a pothole with carbon deposits around the point of impact, and a hit of, say, an APFSDS shell leaves a hole with a small chip around the penetration point. Realistic hit marks of different diameters and types of damage also appear on unpaved and rocky surfaces.

Dagor Engine 6.0 allows us to introduce lots of improvements to War Thunder. In the following Major Updates we will present new graphical features for ground vehicles and naval vessels, stay tuned and see you soon!

To see examples of these updates, check out the article on the Official War Thunder Website here!
War Thunder - TheShaolinMonk


Battle Pass comes to War Thunder! It is a seasonal event, where you can take part any time you like. Get handy combat items, and exclusive items! Decals, titles, decorations, avatars, and even Premium vehicles!

We will announce the start of the first Battle Pass season when it's ready.

Track your progress in the tab on the right side of the hangar screen.

In Battle Pass, you earn progress points and progress through the levels. Every level gives access to a special prize.

For more information, check out the full article here!


On Target VR Darts - 5of5
- Added Speed Darts game
- Around the World game updated
- Added new Player 1/2, and Timer info screens
- Added Dart Cam with image displaying on 2nd screen
- Reorganized dart select table and menu
- Added 8 new dart flight skins
- Added volumetric lights
- Added Camera post processing
- Disabled inaccessible menu options
- General updates and optimizations
Sweet Honey - lx
This is our first game, experience and technology is not very mature, but I believe that the follow-up works will be improved, I hope you support!
吞噬追踪 - 梦影幻忆
We are very sorry.
The game server is unavailable (server computers in my house before)

I'm thinking whether recovering it or permanently closed.

Now, I'm about to launch a new game 《RZ Dimension fantasy》. on professional cloud server.
Darkest Dungeon® - RedHookNatisha
”Madness - sublimity of the intelligence, or so it has been said.”

Here are this weeks and last weeks mods:

Dr Feelgood Roaming Miniboss by Cryptix

Beware when the Good Doctor comes to town.
Peddling his wares exotic and proud.
He brings nothing but death and misery in his wake.
For every gift he grants, another soul he takes."
Dr Feelgood will begin to roam the hamlet much like the Thing after the first expedition to the Farmstead.
Fear the good Doctor!


https://steamcommunity.com/sharedfiles/filedetails/?id=2273705705





Farmstead+ by Hunting Slime, Anonymous Koala, Shay

Farmstead+ is designed to be an overhaul of the Color of madness DLC. It's main focus is to add onto the DLC, while trying to keep the base feel and flow of the DLC there.
This adds new types of quests to the Farmstead, including Explore, Slay, Gather, and Boss missions. Farmstead+ even has two Darkest level bosses, if you’re feeling brave…



https://steamcommunity.com/sharedfiles/filedetails/?id=2271257412





New Extra Abilities for Heroes: by verywhale, MetalGy, 54NBB


This mod adds two new joke skills to Leper, Jester, Plague Doctor, Highwayman, and Antiquarian, all with their very own art and animations with more coming in later updates. Alongside this, it modifies the guild and character panels to make sure that everything can fit these new abilities.

https://steamcommunity.com/sharedfiles/filedetails/?id=2198053581





The Practitioner by Seal, Shay, Anonymous Koala, Jezamine Tan

The Practitioner comes from the distant Sunward Isles. Once a prevalent member of the Sunward aristocracy, he lost his seat in the court in a magical duel with a rival onmyoji. After a failed plot of revenge against his rival, he was cursed with the appearance of a koi.

The Practitioner is a bit of a mix between an Antiquarian and an Occultist, being able to provide support from the mid ranks, while also being able to find artifacts that both bolster his skills and provide gold.



https://steamcommunity.com/sharedfiles/filedetails/?id=2203171171




Thank you to the creators for their hard work and talent!

If you would like to suggest mods for us to showcase, you can join our Discord here:

http://discord.gg/darkestdungeon
Neos VR - Frooxius
It wasn't even a day and the new MTC 2.0 tutorial has already been translated to Japanese, Esperanto, Chinese, Korean, Czech and Russian thanks to our amazing translators! Pushing a build with the new translations before we make an official announcement.

We have updated the MTC itself as well with some bugfixes and tweaks and this build has a minor related bugfix too, if you see the skybox material distorting in the MTC, please update!

The build is compatible with previous two.

Tweaks:
- Merged Japanese, Esperanto and Chinese locale additions (including MTC 2.0) by @Melnus
- Merged Korean locale additions (including MTC 2.0) by @MirPASEC
- Merged Czech locale additions (including MTC 2.0) by @rampa_3 (UTC +1, DST UTC +2)
- Merged Russian locale additions (including MTC 2.0) by @Shadow Panther [RU/EN, UTC+3]
- Merged English locale fixes by @Melnus and @rampa_3 (UTC +1, DST UTC +2)
- Merged Japanese locale fixes by @orange and @Aesc

Bugfixes:
- Disabled instancting on Projection 360 material, which causes random distortions when the same material is applied to multiple objects (reported by @Aegis_Wolf | Art Director)
- Added extra logging information for CircularAudioBuffers to help diagnose errors
- Fixed Welcome screen of the MTC 2.0 tutorial not using the localized strings (reported by @rampa_3 (UTC +1, DST UTC +2))

...