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v2.3.0
Stablereleased this
2026-09-25 15:59:45 -07:00 | 0 commits to main since this releaseFeature Additions
- SyncUpdateRateToGameTime field, sets the component's update rate to match the update rate of the game, disregarding what the component's UpdateRate is set to.
Bug Fixes
- Better physics update rate handling, reducing jitter issues on some systems
- FixedUpdate now properly functions as it should
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v2.2.0
Stablereleased this
2026-09-24 17:12:31 -07:00 | 1 commits to main since this releaseFeature Additions
- Added a custom inspector window for SecondaryMotion.cs, making it look much nicer in editor
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v2.1.0
Stablereleased this
2026-09-19 16:20:58 -07:00 | 8 commits to main since this releaseDRAWBRIDGE
Added a gating system for game-specific code
Any code that tries to use game-specific stuff, like stuff that uses DynamicBonesBL or BoneLib for BONELAB, will only run if those mods are installed and the game running is BONELAB.
This means the mod will work just fine without having those mods installed, it just won't run its code that uses them.
Why is it named DRAWBRIDGE?
It prevents code from running if the requirements aren't met!
...and also because i've been playing a lot of death stranding 2 and drawbridge is a thing in death stranding 2.
Feature Additions
- Added the ability to only simulate the local player's bones, so Fusion players don't simulate their Secondary Motion bones, for performance (Default is off)
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1 download
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v2.0.2
Stablereleased this
2026-09-18 18:06:49 -07:00 | 14 commits to main since this releaseBehaviour Changes
- "Root" field now automatically sets itself to the object you added the SecondaryMotion script to
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v2.0.1
Stablereleased this
2026-09-09 17:31:22 -07:00 | 16 commits to main since this releaseFeature Changes
- Visibility Culling now uses camera frustrums from the main player camera, hopefully preventing issues in Fusion. Feature remains experimental.
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1 download
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v2.0.0 Stable
released this
2026-08-23 17:38:17 -07:00 | 29 commits to main since this releaseChangelog
BREAKING CHANGES
Gravity calculations have been redone, so old values may seem way too low. -9.81 is now the baseline value for standard gravity!
"Enable Gravity" was also added, which is false by default, so mods using the old versions will lose gravity entirey.The issues this specifically fixes are:
- Gravity is now world space
- Gravity is no longer applying too little force
Bug Fixes
- Fixed MaxAngle not working if Elasticity is 0
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v1.2.0 Stable
released this
2026-08-21 16:53:07 -07:00 | 30 commits to main since this releaseChangelog
- Added Visibility Culling (EXPERIMENTAL)
- Added HelpURLs to the editor scripts
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v1.1.0 Stable
released this
2026-08-17 14:23:31 -07:00 | 31 commits to main since this releaseDownloads
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v1.0.2 Stable
released this
2026-08-17 12:29:30 -07:00 | 32 commits to main since this releaseChangelog
- Fixed bone rotations in mirrors
- Fixed jitter issues on frame drops
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v1.0.1 Stable
released this
2026-08-16 02:10:00 -07:00 | 35 commits to main since this releaseChangelog
- Add handling for when DynamicBones is present on the same object as SecondaryMotion
- Redid icon and README a bit
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