from André Linken
Valve has released update 1.4 for the VR shooter Half-Life: Alyx with some changes. Among other things, the developers have optimized the user interface and fixed some bugs. There is also an interesting innovation regarding the bottles. The full patch notes can be found in the notification.

The developer studio Valve continues to screw on the VR shooter Half-Life: Alyx. The latest result of these efforts is now available for download in the form of update 1.4, which you can download via Steam. At this point we tell you some of the innovations that await you. Among other things, the developers have optimized the user interface, added additional subtitles for different languages ​​and fixed several bugs to improve the overall gaming experience. In addition, the bottles standing around now look like they are filled with a liquid. This has more of a cosmetic background, but is still quite nice. Here is an overview of all changes:

Patch notes for Half-Life: Alyx v1.4

Game features

  • Added subtitles for: Brazilian, Czech, Hungarian, Italian, Polish, Portuguese, Ukrainian, Vietnamese
  • Bottles now appear to have liquid inside them that sloshes around as you shake them.
  • UI appears quicker when returning to Main Menu
  • Improvements to addon management UI

Game fixes

  • Added checks for users loading a savegame with missing addons (eg. Unsubscribed or deleted)
  • Added error message if a game fails to load due to a missing map requested by an addon
  • Various crash fixes
  • Fixed bug where exiting the game by closing SteamVR could generate bad save files

Workshop features

  • Enabled the Postprocessing Editor
  • Added "Custom Character" example addon
  • Added example maps for:
    • Blind Zombie (aka Jeff)
    • Hacking and toner puzzles
    • Parked Vehicles and other Interactive Prefabs
    • Visibility system
    • Postprocessing volumes
  • Added core functionality required for Lua scripting and added some Alyx-specific script bindings for querying VR controller input and creating nav mesh paths from entity scripts
  • Enabled live bone constraints in SFM, which can be baked / enabled as procedural bones, like cloth

Workshop fixes

  • Fixed case where some explicitly specified meshes became hulls. (Eg func_shatterglass will now build in a map without having to enable legacy collision mesh.)
  • Added some meshes that were missing from parked vehicle prefabs.
  • Made SFM UI less Dota-specific in a few places
  • Fixed missing map models (mostly combine stations) in SFM
  • Fixed import sequence in SFM to work correctly on sequences with animated root orientation

Source: Steam

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