• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
VAMLive

Plugins + Scripts VAMLive

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  • Removed the FOV rounding to allow smooth camera zooming ( poke @Spacedog )
  • Added screentransparent material which allows to create transparent screens or fake low overhead reflections tricks. ( poke @VAMFantasy )
  • Added a Screen transparency slider which controls the transparent material. It only works with the screentransparent material.
  • Added a new background color for the camera after a discussion with @ZROW (thanks for the idea)
    • Default background color has been set to black, which should not be a massive issue for legacy scenes.
  • Added "Display as a GUI" for the screen, suggested by @VAMgrasshopper. This can be a nice way to create GUI screens for characters customization scenes and prevents the "infinite mirror" effect. This mode is not compatible with post processing.
  • Removed audio listener from camera to stop breaking the sound spatialization which should be from the player. Thank you @u5666
  • Removed atom controls from the layers rendered by the camera
Improvements
  • Long overdue: improved the culling mask for @ICannotDie (thank you for the idea bro!). Removed VAM UI from the feed and also the player camera.

Materials
  • Added new materials for @shidyhartha : Screen_Noise ( the same as Glitch01 but without the slight glitches ) and Screen_Glitch01Strong. Through triggers and actions on a screen, you can use ScreenOpt_Material to swap between material and created a screen effect that would go from Noise to Glitched.
  • Fixed a bug where adding the camera first would prevent selecting it in the screen. Thank you @CheesyFX !
  • Added a new material/shader screenglitch01
Side notes:
  • I'm gonna add new shaders in the future, add an "offline mode" for the screen (which would be some kind of black screen with a big "offline" word).
  • I'm thinking of a way to handle the performances better when the camera are not in use. Either dynamically or by trigger so that you can disable completely a camera while the player is looking at another through the screen and keep good performances... it could help having scenes with dozens of cameras without killing your PC : D
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