Releases: kinsi55/CS_BeatSaber_Camera2
Releases · kinsi55/CS_BeatSaber_Camera2
Update v0.3.23 BETA
- Overhauled the method used to calculate the final position / rotation of Cameras to use a lighter implementation than what was used before
- Fixed that the global FPS cap would not apply when using -vrmode oculus and not having the HMD on. By default the game would end up in an uncapped FPS state which is now corrected to apply the same FPS limit as tho no HMD is present
Update v0.3.12 (UI / QoL)
UI / QoL Improvements
- Added camera templates. When adding a new camera you're now offered to create a pre-configured swing/sidecam or a third person view from the upper right side.
- Added buttons that allow you to increment / decrement the Layer of a camera
- When creating a new camera its default display size is now not fullscreen but rather a smaller window in the bottom left with a sligthly randomized position to make it obvious that theres multiple Cameras
- When switching a camera to Positionable it will now be teleported into the Air in front of you so you cant miss it.
- The list of cameras is now sorted by the layer of the cameras and features a slight redesign
- Added a button ("Move Display") which presents you a hint message telling you that moving around the camera view is done on the desktop, at the same time it unlocks a crude menu implementation where you can move / resize the windows with sliders
- Added Cam2 version to the Settings UI as well as Links to Github and the Wiki
- Added ingame UI which allows you to switch to defined custom scenes. It is placed in the "mods" tab next to the gameplay options where you also find things like Njsfixer and the like. To not unnecessarily clutter the UI it is only created if you have at least one custom scene defined on game start.
General
- Custom1 / Custom2 / Custom3 scenes are now gone in favor of a proper custom scenes system. You can define an arbitrary amount of custom scenes with specific names in the Scenes.json config, assign cameras to them and bind those scenes to any key like before
- Fixed that cameras could end up in incorrect positions when room adjust is used
- Made Cam2 compatible with 1.13.2 again
- The "Eased" transition type in movement scripts is now actually an Eased movement (Cubic) instead of whatever it is that I used before
- If FPFC was active in this session the rightclick info messagebox is disabled
- Fixed that deleting a camera from the ingame UI would not remove it from any scene that might include it
- When having a non-pivoting offset on a Firstperson camera it will now follow the map rotation in 360 levels to remain behind the player
- FP Cameras with a non-pivoting offset should not feature glitchy movement any more in Noodle maps that move you around
- Added some more details to the rightclick messagebox
- Other minor Optimizations / Improvements / Bug fixes
Update v0.3.6
- Fixed Blackscreen / Game Softlock when opening the Beatmap Editor
Update v0.3.5
- Fixed Scoresaber's "Frame Renderer" not working when used with Camera2
- Fixed blackscreen on first launch
- Updated for BS 1.13.4
Update v0.3.3
- Fixed some situations where various things could break (Including some other plugins)
- Fixed that changing the Z-Offset slider did not work after the previous update
- Fixed that the WorldCam did not hide when its supposed to after editing it in the settings
- Fixed that the config of a camera would save when clicking on the camera, even if you did not move around the camera, thus possibly making it confusing to reload configs
- Added new setting to Movement Scripts
enableInMenu
which allows you to do exactly what it says (Off by default) - Changed the default Anti-Aliasing to 2 and Render Scale to 1.3. Beat Saber is almost always CPU limited anyways and this makes for better visual quality by default :) (If you have old configs you can manually adjust to these settings if you want to)
- With more and more options being added I've changed configs so that most options which dont apply to the given camera type are not actually saved to the config file. If you change the camera type in the config and reload the configs the "missing" options get added in.
- Enabled "Attached" camera type which works similar to a FirstPerson camera but allow you to attach the camera to arbitrary things in the game, for example Sabers. I dont expect there to be any real use for this so you can only access it by toying around with the config and need some knowledge about Unity to use it.
Update v0.3.1
- Fixed camera / view being stuck in void until the song ends when you fail in MP
- Fixed camera not resetting to the correct position after playing a 360 level
- Added Debris visibility toggle which I forgot to add to the settings lol
Update v0.3.0
- Added two new Scenes,
Playing360
andPlayingModmap
which are used in the respective situations (Also edited the Scenes Wiki to make the Concept / usage even more clear) - Camera-Scene assignment can now be done from the Ingame Settings UI
- Positionable cameras can now be moved around from FPFC
- Added SDK which allows other Plugins to interact with Camera2 to do things like switching Scenes, enabling / disabling Cameras and temporarily modify certain Camera properties. This should allow for others to build things like a Twitch integration where viewers can switch Scenes and much more. If you implement anything using this I kindly ask you to leave it off by default assuming you dont create a Plugin whose sole pupose is some kind of Camera2 interaction.
- Fixed that FPFC movement was smoothed when viewing a Replay and having
followReplayPosition
disabled
Update v0.2.7 (Bug fixes for 0.2.5)
- Added Ingame settings UI. Most of the config options available can be configured using it, but some things (Like Scene Management, Movement scripts and some others) can still only be accessed through the config files. This might change in the future.
- Fixed that Transparent / Hidden walls did not work when you turn off Bloom in the Game settings
- Cameras which fill up the entire screen will be saved with a Width / Height of -1, this makes them a Fullscreen camera which will automatically adjust to resolution changes of the game
- Added new Setting for SmoothFollow (
pivotingOffset
) which, when false, allows you to have the First-Person offset apply in an absolute fashion (Like it works in Camera Plus) instead of having it pivot around the HMD position. If you have no idea what any of this means you probably dont want to disable it. - Changed camera layers to start from 0 and up instead of having them start from -1000 as that is unnecessarily confusing
- Fixed some cases in which the 360 Level-follow could break
- Changes made to your cameras ingame will now save to the config right away instead of only doing so when you shut down the game
- When a camera activates after being inactive it will now not display its previously rendered last frame any more
- Lots of under the hood refactoring / improvements
Update v0.2.2
- Fixed movement scripts not properly resetting and thus (partially) breaking
- Worldcam visibility "OnlyInPause" renamed to "HiddenWhilePlaying". Since its the default value it will get converted automatically
- Camera config files are now always saved after (re)loading to directly reflect the current ingame state and make it obvious if something is mis-configured
- Fixed that cut particle visibility was directed by the Floor visibility setting
As this is mostly a Hotfix update for v0.2.0, heres the changelog of that:
- Added setting to toggle the visibility of cut particles and thus fixed that cut particles were not visible with Cam2
- Camera FPS limiter is now disabled by default because despite my best efforts I could not get it to work exactly how I'd like it (In regards to smoothness) to due to limitations of Unity Engine. If you want to continue using it you need to re-enable it in the config. The global FPS limit thats active when no HMD is connected is still active.
- Renderscale minimum is now 0.2 instead of 1 allowing you to render the game at a lower resolution than what your screen is (Useful for high resolution screens like 4K)
- Added setting to Modmap Extensions that allows you to hide the HUD when playing a modded map
- Smoothfollow "replaySupport" setting was renamed to "followReplayPosition" to be more descriptive - If you had disabled that you need to disable it again under the new setting name
Update v0.2.0
- Added setting to toggle the visibility of cut particles and thus fixed that cut particles were not visible with Cam2
- Camera FPS limiter is now disabled by default because despite my best efforts I could not get it to work exactly how I'd like it (In regards to smoothness) to due to limitations of Unity Engine. If you want to continue using it you need to re-enable it in the config. The global FPS limit thats active when no HMD is connected is still active.
- Renderscale minimum is now 0.2 instead of 1 allowing you to render the game at a lower resolution than what your screen is (Useful for high resolution screens like 4K)
- Added setting to Modmap Extensions that allows you to hide the HUD when playing a modded map
- Smoothfollow "replaySupport" setting was renamed to "followReplayPosition" to be more descriptive - If you had disabled that you need to disable it again under the new setting name