Risk of Rain 2
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Latest version
0.19.0
Last Updated
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1.5K
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1
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9.9MB
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Changelog

0.19.0

  • Hair and cape behaviour matched to Trigger in Zenless Zone Zero (from gameplay footage):
    • At rest the cape hangs straight down the back as a mantle and the ponytail hangs along the spine. The rest shape is now the model draped under gravity (cape sides fall instead of spreading like wings; the cloth can fold but not stretch).
    • Running, the ponytail streams back and the cape lifts behind; stopping and turning swing them wide, then they settle.
    • The hanging shape follows the chest's turn (yaw), so it stays behind the back in Railgunner's side-on rifle stance.
  • Short locks around the face stay in place; only the ponytail and the cape flow.
  • Removed a residual vibration in still poses.

0.18.1

  • Physics re-validated on Railgunner's real animation clips (decoded from the game) through an exact port of the retargeting: idle with rifle, run, stop, sprint, jump, turns, aiming.
  • Fixed the cape folding over the shoulders and the ponytail sticking out sideways or backwards: Railgunner's stance leans and twists the chest and rotates the shoulders a lot; the cape and long hair now hang from their attachment point instead of turning rigidly with those bones, and the whole cape is carried by the chest.
  • Solver hardened: long-range tethers (no stretching), speed limit, inelastic contacts (no bouncing into the body), parent-first angle limit. Constant turning while aiming no longer drags the hair; only starts and stops of turns swing it.
  • Smooth at any frame rate (interpolated 60 Hz simulation); the hair keeps its shape when the game is paused.

0.18.0

  • Hair and cape physics rebuilt from scratch on a position-based dynamics solver (XPBD, fixed 60 Hz, 4 iterations), tuned and validated against renders of the skinned model in running, stopping, turning, jumping, aiming and head-turn scenarios.
  • Physics data generated from the mesh itself: a particle per hair/cape bone plus tail particles at the far end of each strand; bending links that keep the 70 cm ponytail from buckling; the cape is a real cloth sheet (horizontal, shear and bending links between its 7 columns) instead of independent strips.
  • Body colliders fitted to the model: skull, neck, spheres lying on the measured back surface, shoulders, arms, thighs and calves. The ponytail also collides with the cape.
  • The ponytail drapes on the back when looking up, down or around instead of turning rigidly with the head; gravity acts relative to the animation, so the modelled hairstyle is unchanged at rest.
  • Body motion is fed in partially (smoothed accelerations, turn lag, light breeze at speed), so running does not turn the hair into a flag.

0.17.3

  • Hair and cape simulated in the character's own space: running at speed or turning no longer makes the ponytail and cape stream out like a flag. They react to starts, stops, jumps and turns, with a light breeze when sprinting.
  • Fixed the ponytail whipping: each bone now returns to its animated shape instead of amplifying its parent's swing.

0.17.2

  • Hair and cape physics rewritten: spring bones with inertia, light gravity and a pull back to the animated shape, simulated at a fixed 60 Hz. They now collide with the body (head, neck, torso, hips, shoulders, arms, thighs) instead of passing through it, and stay within a set angle of the animation, so they no longer swing erratically.

0.17.1

  • Package page, description and model notice fully in English (notice translated, original Chinese kept).

0.17.0

  • Active reload gesture synced with the bar: the left hand goes under the cell housing; a click in the window slaps it in with a rifle kick, a miss slips off and the hand seats it slowly when the bar ends. Option [Weapon] ReloadGesture.

0.16.1

  • TARGET ELIMINATED banner much smaller, moved to the top-left under the money counters. Size option TargetEliminatedScale.
  • Fixed back-to-back kills: every weak point kill now counts, chaining into X2, X3 when less than 3 s apart.

0.16.0

  • Zenless Zone Zero style TARGET ELIMINATED banner when a scoped or special (R) shot kills an enemy through its weak point; quick wipe-in animation and a x2, x3 counter for multi-kills. Option [Interface] TargetEliminated. Font atlas gains uppercase letters.

0.15.3

  • Weak point triangles larger up close (cap raised by about 45%), unchanged at range.

0.15.2

  • Fixed the overheat never triggering in a run (the model is detached from its body, so the special charge was not found). Same fix lets the left hand release the rifle during reloads and mines as intended.

0.15.1

  • Overheat also works with Cryocharge, brighter glow, sparks and steam fixed (they failed to load), diagnostic log line.

0.15.0

  • Rifle overheating during the Supercharge (R) charge: the thin barrel, silver rail blade, vent plate, clamp rings and muzzle edges heat from dull red to orange to white-hot with sparks; pulses when charged; sky-blue flash, spark burst and steam on the shot, then cools down in about 2.5 s. Cryocharge unaffected. Options Overheat, OverheatParticles, OverheatBrightness.

0.14.2

  • Weak point triangles follow the distance like the native markers, sized to the native frame's visible stroke and bounded up close; thinner strokes.

0.14.1

  • Weak point triangles now match the size of the original markers.
  • Removed the added outfit lights (back to the model's original emission).

0.14.0

  • Weak point markers in the scope redrawn as Trigger triangles: lock-on animation (rotate, snap, flash, echo), core lights up when aimed at.

0.13.0

  • Menu gun check: every 9-14 s Trigger lifts the rifle to chest height with both hands, rolls it to inspect it while her head follows, then plants it back.

0.12.0

  • Outfit lights in the scope palette: visor cheek tabs, hip holster caps, knee pad slits, cuff stripes, chest screen and thin yellow accent lines (GlowStrength option).

0.11.0

  • Menu idle reworked: the rifle stays planted (no more sinking into the floor), two-bone arm IK keeps both hands on their supports, asymmetric breathing with shoulders, slow weight shift, and a head that looks at new points with smooth settling.

0.10.1

  • Boosted shot icon recolored to the interface palette (orange to pale gold) and no longer pulses.

0.10.0

  • Normal crosshair in the Trigger scope palette, label drawn with a ZZZ-style font (Tektur, OFL).
  • Boosted shot indicator redrawn in the skin style with a new energy icon.
  • Special gauge labels use the same font.

0.9.2

  • Scope opening reworked: about 0.15 s, smooth ease-out, no full-screen flash (comfortable when aiming dozens of times per minute).
  • Fix: the menu pose no longer switches to Railgunner's crouch when pressing Ready.

0.9.1

  • Scope entry animation 4x faster (about 0.18 s).

0.9.0

  • Animated scope: inverted triangles rush to the center over an orange wash, arcs spread out, the edge frame slides in with a white flash; each shot kicks the arcs and bursts orange rays.

0.8.1

  • Animated reload bar: deploy and fold, scrolling stripes and shine on the fill, breathing window that lights up on entry, cursor trail, white sweep + pop + core wave on success, shake + red blink on failure.

0.8.0

  • Active reload bar redrawn in a Zenless Zone Zero style: metal end caps, sky-blue progress, orange perfect window with a white core.
  • Lighter emission textures (about 105 MB less video memory).

0.7.0

  • Mines: their red glow and explosion are now sky blue.
  • Special (R) charging, charged and rebooting gauges redrawn in the Trigger scope style.

0.6.1

  • Shots recolored to sky blue (0, 170, 255) with a slight white gradient.

0.6.0

  • Electric shots for the pistol, scoped shots and Supercharge.
  • Item and equipment displays hidden on Trigger.

0.5.0

  • Menu pose now breathes and moves slightly (IdleMotion / IdleAmplitude).

0.4.0

  • Trigger portraits and gold character UI, custom scope, two-handed rifle grip, menu pose.
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