- Added ability for players without camera permissions to watch camera output.
- Added a tablet spawner to let players view said camera output. - Added many more reflection probes to the alleyway to try to fill in gaps. - Moved round 2 signage around to fit in the camera view better. - Round 2 sign text changed to use SDF textures for better clarity. - Created better gizmo icons for CameraAnchor and CameraSwitcher. - Light strip on modem now uses an already-available SDF texture. - Performance mode is now the default camera mode.
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@@ -165,13 +165,35 @@ public class CameraAnchor : UdonSharpBehaviour
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public override void OnPlayerLeft(VRCPlayerApi LeavingPlayer)
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{
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//foreach (VRCPlayerApi FollowedPlayer in _FollowedPlayers)
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//{
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// if (FollowedPlayer.displayName == LeavingPlayer.displayName)
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// {
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bool LeavingIsInFollowed = false;
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foreach (string FollowedPlayer in _FollowedPlayerNames)
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{
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if (FollowedPlayer == LeavingPlayer.displayName)
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{
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LeavingIsInFollowed = true;
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break;
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}
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}
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// }
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//}
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if (LeavingIsInFollowed)
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{
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string[] NewPlayerList = new string[_FollowedPlayerNames.Length - 1];
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int Offset = 0;
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for (int i = 0; i < _FollowedPlayerNames.Length; i++)
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{
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string PlayerName = _FollowedPlayerNames[i];
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if (PlayerName != LeavingPlayer.displayName)
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{
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NewPlayerList[i-Offset] = PlayerName;
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}
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else
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{
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Offset++;
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}
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}
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_FollowedPlayerNames = NewPlayerList;
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_FollowPlayers_Synced();
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}
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base.OnPlayerLeft(LeavingPlayer);
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}
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@@ -13,37 +13,37 @@ public class CameraControlSystem : UdonSharpBehaviour
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public void CameraEnabled()
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{
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foreach (Camera Camera in _CameraSystem.camerasObjects)
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{
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Camera.enabled = true;
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}
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//foreach (Camera Camera in _CameraSystem.camerasObjects)
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//{
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// Camera.enabled = true;
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//}
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_Console.SetActive(true);
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_CameraSystem.gameObject.SetActive(true);
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//_CameraSystem.gameObject.SetActive(true);
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_CameraSystem.Authorize();
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foreach (Camera Cam in _CameraSystem.camerasObjects)
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{
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Cam.gameObject.SetActive(true);
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}
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//foreach (Camera Cam in _CameraSystem.camerasObjects)
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//{
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// Cam.gameObject.SetActive(true);
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//}
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}
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public void CameraDisabled()
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{
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foreach (Camera Camera in _CameraSystem.camerasObjects)
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{
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Camera.enabled = false;
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}
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//foreach (Camera Camera in _CameraSystem.camerasObjects)
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//{
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// Camera.enabled = false;
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//}
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_Console.SetActive(false);
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_CameraSystem.Deauthorize();
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_CameraSystem.gameObject.SetActive(false);
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//_CameraSystem.gameObject.SetActive(false);
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foreach (Camera Cam in _CameraSystem.camerasObjects)
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{
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Cam.gameObject.SetActive(false);
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}
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//foreach (Camera Cam in _CameraSystem.camerasObjects)
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//{
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// Cam.gameObject.SetActive(false);
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//}
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}
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}
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