- Foghorn and Crook In Jail animations implemented
- GameManager initialisation now also enables interactions no matter what - Markers are no longer unnecessarily deactivated at the end of a round - Markers have better physics when dropped and disabled - Attempted to add fallback support to video players
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@@ -1,5 +1,4 @@
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using MMMaellon.LightSync;
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using UdonSharp;
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using UnityEngine;
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using VRC.SDK3.Components;
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@@ -129,7 +128,7 @@ public class FloorMapMarker : UdonSharpBehaviour
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{
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_RigidBodyComponent.constraints = RigidbodyConstraints.None;
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_EnableCollisionChecks = true;
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if (Active) _EnableCollisionChecks = true;
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_NoCollisionCounter = 0;
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_CollidingLocations.Clear();
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}
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@@ -141,7 +140,7 @@ public class FloorMapMarker : UdonSharpBehaviour
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transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
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}
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_RigidBodyComponent.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
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_RigidBodyComponent.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
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_NoCollisionCounter = 0;
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}
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@@ -262,9 +261,8 @@ public class FloorMapMarker : UdonSharpBehaviour
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private void DisableMovementCompletely(Vector3 CorrectLocation = new Vector3())
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{
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_RigidBodyComponent.constraints = RigidbodyConstraints.FreezeAll;
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transform.eulerAngles = new Vector3(0.0f, transform.eulerAngles.y, 0.0f);
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if (CorrectLocation != Vector3.zero)
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{
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transform.position = CorrectLocation;
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