- Decreased glossiness for paint materials.

- View tablet spawns in the correct orientation on player respawn.
- Added posters, cardboard boxes, barrel, and fire hydrant to alleyway.
- Adjusted UV maps for corkboard in round 1.
- Added travel posters and shipping crates to round 2 room.
- Wall behind players in round 2 moved further back and made slightly larger.
- Added moulding and split colours to round 2 walls.
- Remade round 2 modem sign SDF textures, making them clearer to read.
- Tweaked lightmaps for the location board in round 2.
- Lowered resolution of poster and magazine cover textures.
- Increased compression on VHS cassette texture.
- Posters that were previously shadow casters no longer are.
- Camera models also no longer cast shadows.
This commit is contained in:
2026-05-01 00:01:37 -04:00
parent 69337bf3de
commit af71061fd5
130 changed files with 8200 additions and 1011 deletions
@@ -4,7 +4,6 @@ using TMPro;
using UdonSharp;
using UnityEngine;
using UnityEngine.UI;
using VRC.SDK3.UdonNetworkCalling;
using VRC.Udon.Common.Interfaces;
@@ -188,23 +187,19 @@ public class HostPanelInterface : UdonSharpBehaviour
public void Round2_Player1_ResetOwner()
{
Debug.Log("[HostPanelInterface] Resetting owner of Player 1 podium.");
_Round2Podiums[0].ResetOwner(true);
}
public void Round2_Player2_ResetOwner()
{
Debug.Log("[HostPanelInterface] Resetting owner of Player 2 podium.");
_Round2Podiums[1].ResetOwner(true);
}
public void Round2_Player1_ResetPodium()
{
Debug.Log("[HostPanelInterface] Resetting Player 1 podium.");
_Round2Podiums[0].ResetPodium(true);
}
public void Round2_Player2_ResetPodium()
{
Debug.Log("[HostPanelInterface] Resetting Player 2 podium.");
_Round2Podiums[1].ResetPodium(true);
}
+2 -4
View File
@@ -36,10 +36,8 @@ public class ViewTabletSpawner : UdonSharpBehaviour
{
Vector3 HeadRotation = Networking.LocalPlayer.GetBoneRotation(HumanBodyBones.Head).eulerAngles;
HeadRotation.x = HeadRotation.z = 0.0f;
Debug.Log("[ViewTabletSpawner] Old rotation: " + _PreviousHeadYRotation);
Debug.Log("[ViewTabletSpawner] New rotation: " + HeadRotation.y);
Debug.Log("[ViewTabletSpawner] Delta: " + (HeadRotation.y - _PreviousHeadYRotation));
HeadRotation.y = _ViewTabletHeadRoot.rotation.y + (HeadRotation.y - _PreviousHeadYRotation);
float DeltaY = HeadRotation.y - _PreviousHeadYRotation;
HeadRotation.y = _ViewTabletHeadRoot.eulerAngles.y + DeltaY;
_ViewTabletHeadRoot.rotation = Quaternion.Euler(HeadRotation);
}