0.2.1
Fixed
- Arm cyberware could be selected but not used on some characters: with the mantis blades (or other arm cyberware) out the arms fell back to the game's flat idle, blocking worked and attacks did not. The port let go of the arms when the character's skeleton was over 800 bones, and what V wears counts: clothing with many bones of its own plus the implant's went past it, which is why it followed certain saves. The limit is now 2048.
- Saves of a female V loaded as a bald man without her cyberware (0.2.0's lobby body file swapped the game's default body gender, and a save stores V's gender only as a difference from it). Women's and men's saves load as they were saved again, nothing in the saves is changed, and the lobby's own body no longer touches the game's records. The leftover file of 0.2.0 is deleted on start when 0.2.1 is unpacked over it.
- Going back from a game to the main menu left the lobby's menu dead: nothing could be pressed any more.
- A crash when a new game started from the lobby (the weather was read while the session changed).
- Saves whose wardrobe set names clothes from a mod that is no longer installed: V stood undressed. The set is taken off before the clothes are put on at load, so the real clothes are there, pants and shoes too; the set stays in the wardrobe for when the mod returns.
- A female V wearing nothing on the legs but underwear had no torso, legs or belly in the first person, only floating feet - the game itself takes that body part off then
- The neck cap was a different skin colour from the body: it now takes the body's own skin material and tone, textured and lit like the skin of the upper chest.
- A crash on returning to the main menu, in the game's cyberware appearance restore running on a system that had already left the game.
- The sticks and buttons stopped walking and steering the car when the game's window on the monitor was not in front - after a click on another window or screen, the runtime's or a streaming app's window, or the game minimising itself. The game drops the pad's events then; while the headset has the input they now reach it whatever window is in front.
- The cyberware chord (left grip + left stick click, held half a second) did nothing when the game's window was not in front: it was a key press, and a key only reaches the window in front. With the window behind, the chord now runs the game's own activation of the operating system (Sandevistan, Berserk, overclock) directly, with the same checks.
- L3 + R3 did not open the VR menu while a weapon was drawn. The chord now holsters and opens the menu once the hands are free.
- Cyber Engine Tweaks' console and windows could not be used: the port's own Lua windows opened on CET's key, lay over CET's and took its mouse and keyboard. CET keeps its key and its input now; the port's windows have their own key (Scroll Lock beside CET, Home without it, config\lua_bindings.json), and CET's key closes them.
- The port's Lua windows: the pointer was stuck in the middle of the screen, V also turned, walked and fired behind them, and all of them opened on one spot.
- Dual wielding: since 0.2.0 the left hand held its gun the wrong way, off the grip with the fingers open around it. The player's body had lost the game's dual wield animations.
- Dual wielding: the left gun fired at a lighter pull than the right one. Both triggers now fire at the same point.
- Dual wielding: bringing the left hand close to the right gun opened its fingers, and the grip button there stuck the left hand to the right gun.
- SteamVR: the world was upside down at the start until the view was recentred