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Neos Festa 3, Japanese Community Interview, Press To Talk, New Procedural Meshes

Hello everyone and welcome to another of our weekly updates!

This  week things were a bit quieter, as most of the effort goes to the  BEPUv2 upgrade now, but regardless we have released a few smaller  additions, tweaks and bugfixes, mostly some small quality of life  improvements.

Notably desktop mode now has Press To Talk key. We  added two new procedural meshes, hollow cone and a ramp. LogiX has  gotten some new nodes for storage, string comparisons and formatting  improvements and inspector has received a few small tweaks too.

In  terms of community content, this week has been very eventful! The Neos  Festa 3 has officially opened. This festival held by our Japanese  community showcases creativity of users from all over the world in a  very unique and fun way. If you haven't checked it out yet, definitely  visit in Neos!

We have also interviewed members of the Japanese  community on our recent livestream. If you have missed it, you can give  it a watch in the video below!

The BEPUv2 upgrade is now also  nearing feature parity and should be ready for testing relatively soon  (no exact ETA is known yet, but it's getting close)! Keep an eye on  #devlog and #testing channels on our official Discord for more.

Neos Festa 3

The  festival of creativity in Neos VR held by our Japanese community has  returned for the third year! Neos Festa 3 officially opened a few days  ago, bringing forth dozens of incredible submissions by Neos users from  all over the world, in a number of categories.

You can view them  simply by searching “Neos Festa 3” in the world browser. From within the  futuristic library, you can browse all the submissions in a fun, unique  way, as the world around you transforms.

You can also find more at festa.neos.com or in the video below. If you haven’t seen it yet, we strongly recommend checking it out!

https://youtu.be/Pp7hsBtCRZM

Interview with the Japanese Community

We  have done another of our interview livestreams! In the last one, we had  a number of members from the Japanese community, including Orange! If  you missed this very special interview, you can check out the recording  below:

https://youtu.be/zeR0XxDSB40

July community showcase

Another  of our recent livestreams showcased some of the awesome community  creations from the month of July. If you missed it, you can check it out  here, to see a sampling of some of the great community content:

https://youtu.be/Y9Air0rt_Rw

Press to talk and better tool dequipping in desktop

Desktop  mode now has press to talk! Since it was one of the popular requests,  we decided to prioritize it, to give users a fair bit more control. To  use it, simply mute yourself first through the dash and then press and  hold the “V” key on the keyboard to talk. We plan to add a bit more to  it in the future, once we have on-screen indications and input binding  customization, but we hope it’ll serve well for now.

When  switching tooltips with the alphanumeric keys, any existing tooltip is  now also dequipped, instead of being destroyed. This should help fix  cases where users have accidentally lost tools and other gadgets by  switching to another one while having it equipped.

New Procedural Meshes

The  family of procedural meshes in Neos has grown a little! It now includes  a hollow conical shape. This is similar to the regular conical frustum,  where you can adjust the top and bottom radius, but with a hole in the  middle, which has adjustable radius on both ends as well. The other one  is a ramp, which is a simple ramp with adjustable length, width and  height.



We’ve  seen people use those meshes to build some amazing content in-game  without having to use external modelling programs, so we’re always happy  to expand this toolset bit by bit. You can find samples of those meshes  in Neos Essentials / 3D Models / Procedural Meshes.

LogiX additions and improvements

For  anyone programming with LogiX, we have added some small quality of life  improvements. The register nodes for storing values have all been  merged into a generic ValueRegister<T> component, instead of  individual types for each type. Thanks to this, any value type is now  supported, including enums.

There are also new string nodes for  comparing strings, which can be useful for sorting text and other  operations. The LogiX node browser will also color code the types when  selecting a generic type, to make it easier to find the right type in  the list.

Several nodes for formatting values, dates and other  text now also accept culture as an input. This gives you more explicit  control over which culture is used to format various values and ensure  you get consistent results, regardless of the user's system locale.

Security improvements

Based  on exploit reports from our community, we have made several security  improvements to prevent cases of crashes caused by malformed LogiX or  using invalid types with certain generic components, due to inherited  rules not being validated.

If you find any security issue, you can report them through our moderation ticket system at moderation.neos.com.  We appreciate all the security reports, as responsible reports allow us  to track and patch various holes or plan more robust solutions to  certain classes of problems.

Big thanks to everyone for their reports!

Other quality of life improvements

The  inspector has received some small improvements as well. The quick  operations for Slots have been reorganized to conserve space and a new  option for parenting items under your current space has been added. The  buttons and some labels can now also be localized. Procedural textures  can now also be baked into static assets with a new option on the  corresponding components.

BEPUv2 upgrade nearing completion

The  upgrade of the physics engine to BEPUv2 has been our major focus for a  while (with some interruptions in between) and has progressed further.  We have completed several major tasks to bring the integration to the  feature parity with BEPUv1 to allow a (nearly) seamless swap over.

Notably  we have implemented fast boolean sweeps into the BEPUv2 engine itself,  since the engine doesn’t provide this functionality by itself. This is  particularly important for Neos, because certain operations, like  grabbing or releasing items, overlaps a sphere to determine objects  within a certain area.

Certain items use dense mesh colliders and  the traditional sweep tests every single overlapped triangle, resulting  in a stutter that can last several seconds in some cases. To avoid  this, we implemented an alternate version of the convex sweep, which  stops testing after the first hit triangle, which is sufficient for  determining whether the object overlaps or not.

We have also  completed contact events implementation. Those are responsible for  triggering events when colliders enter each other, allowing different  systems to react to this. Thanks to BEPUv2’s low level customizability,  this integration is much more efficient and in line with Neos’ own  systems, preventing unnecessary computations when they’re not needed.

https://youtu.be/JLJuOVClZp4

The last major piece for feature parity, character controllers, are  currently in development. They represent the last major piece before  feature parity is achieved, with only smaller tasks remaining  afterwards, after which we can begin testing and perform the official  swap.

The integration of character controllers is also notably  different from BEPUv1. Neos will now allow using any of the colliders as  the base shape, instead of it being implicitly a capsule shape,  allowing for a greater range of flexibility. This should potentially  allow for compound colliders to be used too, but this is yet to be  tested.

It will also allow some other new features, such as  unlocking rotation, which will be useful for interesting Zero-G  experiences and other uses. While there’s nothing to show inside of Neos  itself as the implementation isn’t complete, here you can see some of  the experiments with the BEPUv2 demo, to better understand its inner  workings and testing some mechanisms before integrating them into Neos:

https://youtu.be/eWSUUYxGE1A

https://youtu.be/gmPIuayqqNk

https://youtu.be/NkNq5Ox9Whs

We’re excited about BEPUv2 getting close to completion. There’s still  quite some things to do and other things we plan to do after reaching  feature parity, but those can be done after the integration is  officially released, bringing in some performance benefits as a result.

Stay  tuned for updates, you can always watch the #devlog channel on our  official Discord to see the developments as they happen, but we’ll  always make sure to sum them up in these weekly updates.

And  again big thanks to everyone supporting this project, building awesome  content or just being part of the community! We couldn’t do this without  you!



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