Avatar menu breaks shadows and render queue
If you open your Avatar menu, as the spinning preview avatar's render queue is changed (to e.g. 5000) to make it show on top of the menu, your own avatar's materials (as well as anyone else wearing that avatar) are changed to the same high render queue. This causes a few problems: - Transparency sorting breaks for your avatar relative to the world and relative to others: you may always show on top. - Your avatar no longer receives shadows (Unity's documentation defines shadows (and _CameraDepthTexture) to work on render queue 2500 or lower. Hence changing render queue breaks this). This can cause your avatar to appear too bright in some worlds after opening the menu - In addition to the spinning preview, your own avatar also appears on top of the menu. With some unusually shaped avatars, this can make opening the menu to switch avatars extremely challenging. This broke around when memory leak fixes were put in. Presumably this led to having the menu preview share materials with your own avatar. I was expecting to find a canny on this but I never reported it until now and nobody else reported it. I regularly have to answer questions like "Why did X break after I opened the menu?" where X = (some feature needing camera depth/shadowcaster) so I know I'm not the only person affected. Thanks!
Camera buttons still too hard to hit
Camera buttons, ever since the camera has been introduced, are still kinda hard to hit most of the time. This was even something that was admitted in the patch notes well over a year ago, would be nice for the camera to get a bit of an update, especially so the camera lens isn't inside the screen instead of above it, really makes it hard to see sometimes when you just wanna pull it out to act as a selfie mirror.
Emotes, such as with the Inventory System, don't work if people aren't looking at them
Emotes don't seem to activate unless you're looking at someone. I notice this when I spawn something and people who are looking away and then turn back around don't see it.
CombatSystem Breaks Joint
CombatSystem breaks a joint component which is in an avatar armature. Reproduce: CombatSystem Inactive: wrld_9fed9509-e3e5-47cb-8896-0dbec8737721 CombatSystem Active: wrld_07fd5fef-540b-49bc-803a-5734f6e53faf https://github.com/chiugame/VRC_BugReport_CombatSystemBreaksJoints Go to CombatSystem Inactive and use the pedestals. - The right side pedestal, the capsule follows your head. - The center, left side pedestals, the capsule follows your right hand. - These are expected. Go to CombatSystem Active. - The right side pedestal, the capsule follows your head without problems. Since the object is outside of the avatar armature, CombatSystem doesn't affect it. - The center, left side pedestals, the capsule doesn't follow anything because the joint component doesn't work. Thus, CombatSystem breaks an avatar which has a joint component. Japanese: CombatSystemはアバターのArmature以下のJointを壊します。 再現： CombatSystem Inactive: wrld_9fed9509-e3e5-47cb-8896-0dbec8737721 CombatSystem Active: wrld_07fd5fef-540b-49bc-803a-5734f6e53faf https://github.com/chiugame/VRC_BugReport_CombatSystemBreaksJoints 最初にCombatSystem Inactiveに入ってください。 ワールドにあるペデスタルを使用します。 ・まず3つあるうちの右のペデスタルを使用してください。 ・頭上にカプセルが追従します。 ・次に中央、左とそれぞれ使用してみてください。 ・どちらもカプセルは右手に追従します。 ・これらそれぞれが期待されるアバターの動作になります。 次にCombatSystem Activeに行きます。 ・先ほどと同様に右から使用します。 ・問題なく追従します。これはArmature外なのでCombatSystemの影響は受けません。 ・次に中央、左をそれぞれ使用します。 ・カプセルはどこにも追従しません。Jointが壊れています。 つまりCombatSystemはJointを使用するアバターを壊します。
Invite/Request Invite feature
So my Girlfriend and I love to play this together but over the last few weeks we've noticed that the invite and request invite feature only works like 2 out of 10 times. They just never go through so it's very difficult to meet up in private worlds
 Avatar Faces Direction Of Travel, Not Where You're Looking
https://cdn.discordapp.com/attachments/490268477462937600/621897838393163788/runningbug.mp4 In the above video you will see which direction I'm looking vs where the avatar has decided to face during motion. In short: During motion the avatar ignores where you're looking and faces in the direction of travel.
Opening social/avatar/worlds with an expired authcookie (i.e. due to changed IP address) causes API requests flood and client lag
As title says, when the authcookie expires, for example due to an IP address change (forced reconnect on DSL), the client repeatedly tries to refresh avatar favorites, world favorites, friends, friend favorites, etc. without a retry sleep timer (exponential backoff anyone?). This essentially floods the API with lots of HTTP requests all getting rejected with "Missing Credentials" which makes the client lag a lot while the social tab is open and write a lot of different variations of that same error message into the log (see also the attached screenshot): Failed to fetch Licensed avatars - "Missing Credentials" Error fetching favorite avatars: "Missing Credentials" Failed to fetch Favorite avatars - "Missing Credentials" Error fetching favorite worlds: "Missing Credentials" [Always] Could not fetch avatars with error - "Missing Credentials" Could not fetch users groups - "Missing Credentials" Could not fetch moderations with error - "Missing Credentials" Failed to fetch OnlineFriends friends - "Missing Credentials" Error fetching Favorite Friends: "Missing Credentials"
Unable to search users with Braille special character in display name
Recently, there have been users using Braille characters in their display name to mask themselves from the search function and perform illicit actions in-game (crashing players, spam, etc). This includes the character "⠋", which can only be found on a user by searching a partial name. For example, someone may appear as "Player" in-game, but their actual display name is "Player ⠋". Searching fails using both the actual search bar in the vrchat.com home and using an API query. Searching via the Unicode shorthand (U+280B) also fails. This is actively being used as an exploit for malicious actions within the game. Example: https://vrchat.com/home/user/usr_c5618e97-62e1-4649-aaac-4c0bdbf0773d
Avatar animator mesh breaks when going into fullbody (blinking)
Everything works in the programs blender and unity, and my avatar even blinks when im in normal vr. but when I get into fullbody the blinking breaks and the eyes dont move nor blink at all. Idk why this is happening but it seems after talking to the artist of this model it seems like something on vrchat's side.