Updates

This is a list of **updates** for *Tiny Town VR*:

## July 31, 2018

The focus this time around is on new content, including zombie and military themed items. Because some of the content may be more mature than "E" for everyone, the new items are being provided in two separate DLC packs (but they're both free). Parents/guardians, please check out the descriptions on each of the DLC store pages to see what's included.

## February 19, 2018

Bug fixes:

* The game no longer hangs if expected Workshop item files don't exist
* The Workshop app no longer hangs if you've authored more than 50 items
* Fixed a case in which character heads would sometimes become rotated when reloading a world

## January 23, 2018

* Included is support for user-created worlds in Workshop and Windows MR headsets.
* User-made worlds can now be shared via Workshop.
* The Windows MR family of headsets is now supported.
* Higher resolution screenshots can now be enabled in the Settings tab of the main menu. By default, this feature is disabled as processing the photos takes a little longer.
* Bug fixes:
	+ Ground pieces no longer snap together if snapping has been globally disabled
	+ To avoid accidental duplicates, object copying is disabled for any hand that's already holding an object

## December 1, 2017

* Fixed issue that some users were experiencing with Workshop items not showing up in game.

## November 1, 2017

New content:

* Space! Astronauts, rocket ships, lunar rovers, and lots of odds and ends to make scenes at the launchpad or in outer space.
* Primitive shapes. An assortment of basic shapes like spheres, cubes, etc. Coupled with scaling, these can be used to make interesting effects like water splashes or fire.
* Various sloped ground pieces that make it easier to build worlds with greater height and more interesting landscapes.
* Bridges. Various pedestrian and automotive bridges that can be used to connect different parts of your world in interesting ways.

Usability:

* Consistent scaling speed. Previously making objects considerably larger or smaller than their original size became tedious because the scale speed slowed.
* Easier to pick up very small objects for scaling. Previously very small objects were challenging to scale because the controllers would frequently bump into each other, making it so objects couldn't be grabbed by both hands at the same time.
* Workshop items and primitives shapes are now always shown regardless of the active filter. Previously these objects were hidden if the filter was set to anything other than "All".

Workshop:

* The Workshop application now displays vertex and triangle counts. This helps to avoid objects which may cause performance problems in the game.
* Added option to flip objects on the X axis. This addresses an issue where some OBJ files, after being imported, appear different than in the application in which they were created.

Fixes:

* The ramp road piece now snaps correctly to other road pieces.
* Pressing the undo button while posing a character no longer causes the game to go into an unrecoverable state.

## September 23, 2017

* **Undo:** Creation, placement, and destruction of objects, as well as changes to character poses can be reverted by pressing the undo button.
* **Object Resizing:** Objects can be scaled up or down in size. Make a giant Elvis stomping through the city or a fleet of tiny model airplanes buzzing about.
* **Quick Object Removal:** Destroy any object you touch. Useful for removing lots of nearby objects quickly. Also just kind of fun.

**Fixes:**

* Updated the Workshop application to support models without UVs (this includes many older Google Blocks objects which previously appeared without color)
* Speech bubble collision bounds are more accurate
* Switching away from the photo page before all photos are loaded no longer causes photos to be displayed on top of other UI elements

## September 4, 2017

Workshop
A new, separate application is included that lets you import OBJ files, preview them, make some basic edits, and publish the results to Workshop. The new Workshop application supports textured and untextured OBJ files, including objects exported from Google Blocks.

To get started, run the Workshop application directly. You can find it in your Steam folder (typically C:\Program Files (x86)\Steam\steamapps\common\Tiny Town VR\Workshop.exe). For more information on how to use the tool, click the question mark in the upper right corner of the main screen.

A note to authors, when the Workshop application is running, you'll notice that Steam sometimes says Tiny Town VR is running when it actually isn't. To test your new objects, close the Workshop application first.

Automatic Saves
The game now periodically saves your changes automatically during play to avoid losing work if anything happens that causes the game to quit unexpectedly. You can still choose not to save your session as before.

## August 10, 2017

New content
* **Trains:** Added a new set of assets with trains, tracks, stations and other fun stuff so you can build your own railroad! For best results when placing tracks, be sure to set "Object Snapping" to "Ground Only" and "Grid Snapping" to "Small".
* **More People:** Added a couple dozen more characters. Among others, there's a chef, a boxer, and an Elvis impersonator!
* **Character Pose Toggle:** For anyone having trouble holding multiple buttons down on the controller at the same time, you can now toggle character posing on and off. See the "Settings" tab in the menu to enable this feature.
* **Quit Without Saving:** For when you're just messing around. Before exiting, you can now choose to NOT save any data from your most recent play session. Saving is still always enabled by default.
* **Backups:** Data for the last three play sessions (for each world) are backed up on disk, just in case. Typically, they're stored at C:\Users\YOUR\_USERNAME\AppData\LocalLow\Lumbernauts\TinyTown\Internal\Worlds.

**Fixes:**

* Frame hitch that sometimes happened the first time a photo was loaded has been minimized
* Newly created worlds were being rotated by 90 degrees. No more!
* Hands and menus are no longer visible in the world preview images
* Fixed issue where headset fade and automatic re-centering didn't happen after returning to the main menu from a play session
* Menu sliders play audio and issue haptic feedback while slider is active, even if hand is far from menu
* Default grass tile in new worlds no longer starts on the floor, but closer to the headset