Instances where AttemptTextureFix did nothing on your own vrm 1.0 avatar
changed
The mod no longer uses the MIT Licence. Instead it uses RML-1.0
1.4.0
new features
SpringBoneImmobile and SpringBoneImmobileType, same as Immobile on a physbone, for the whole avatar or one spring group
SpringBoneMaxAngle, same as the angle limit on a physbone, works on vrm 0.x and 1.0 avatars
vrm 1.0 avatars exported with spring angle limits now use them
ShaderBundle=previous brings back the last versions shaders if the new ones give you trouble
changed
updated UniVRM to 0.131.2 for the unity 6 version of valheim
a big avatars collision is never bigger than a normal players, so it fits wherever a player fits
no longer ships Unity.Burst and Unity.Mathematics, the game has its own
FastSpringBone and the VRMShaders dlls are gone from UniVRM, manual installs can delete them from valheim_Data/Managed
fixed
hair, tail and ear physics missing on vrm 1.0 avatars
avatars with EnablePlayerFade on disappeared much closer than normal players
arrows and magic came out at the wrong height on small and big avatars
1.3.1
fixed
in some cases the name of a previous created character saved to a newly created character casuing settings reload to swap the older character.
some avatars showed white or missing textures for other players
some avatars could get stuck walking into half walls
1.3.0
fixed
some shared avatars failed to load images, and didnt load for other players
avatar sharing not starting unless ServerHost was set by hand
new features
players on a different version than the server get turned away with a popup showing both versions
1.2.0
fixed
instanes where vrm avatars could fail to load
some models that had differnt scales could have giant weapons and / or left them unable to move
some avatars failed with "VRM cache import failed" when a material only had one half of its metallic and occlusion map, they now load with the half that is there
big frame spike while an avatar loads, mostly on models with lots of blendshapes
dedicated servers logged a block of HarmonyX errors at startup
the vrm collider was too small and didn't cover the head
vrm avatars couldn't step onto things the normal character can
with player fade off, held weapons vanished when the camera got close
the forge hammer and hip lantern couldn't find where to attach on vrm avatars
lanterns hung far below the hand on scaled avatars
lanterns trailed behind the avatar while walking, running, jumping or rolling
new features
face streams: a VMC tracker drives your avatar's face and other players see it through the server
rigged dual wield weapons like Skoll and Hati, the Berserkir axes and fists can have each hand and forearm piece moved and rotated on its own, see WEAPONS.md
only the blendshapes an avatar uses get loaded, with a setting and an outfit file section to keep more
/vrm mesh <name> on | off, /vrm outfit blendshapes
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