Valheim
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Latest version
1.4.0
Last Updated
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1.3K
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6.3MB
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Changelog

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
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro