- 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.
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@@ -4,7 +4,6 @@ using TMPro;
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using UdonSharp;
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using UnityEngine;
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using UnityEngine.UI;
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using VRC.SDK3.UdonNetworkCalling;
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using VRC.Udon.Common.Interfaces;
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@@ -188,23 +187,19 @@ public class HostPanelInterface : UdonSharpBehaviour
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public void Round2_Player1_ResetOwner()
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{
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Debug.Log("[HostPanelInterface] Resetting owner of Player 1 podium.");
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_Round2Podiums[0].ResetOwner(true);
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}
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public void Round2_Player2_ResetOwner()
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{
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Debug.Log("[HostPanelInterface] Resetting owner of Player 2 podium.");
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_Round2Podiums[1].ResetOwner(true);
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}
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public void Round2_Player1_ResetPodium()
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{
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Debug.Log("[HostPanelInterface] Resetting Player 1 podium.");
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_Round2Podiums[0].ResetPodium(true);
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}
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public void Round2_Player2_ResetPodium()
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{
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Debug.Log("[HostPanelInterface] Resetting Player 2 podium.");
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_Round2Podiums[1].ResetPodium(true);
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}
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@@ -36,10 +36,8 @@ public class ViewTabletSpawner : UdonSharpBehaviour
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{
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Vector3 HeadRotation = Networking.LocalPlayer.GetBoneRotation(HumanBodyBones.Head).eulerAngles;
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HeadRotation.x = HeadRotation.z = 0.0f;
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Debug.Log("[ViewTabletSpawner] Old rotation: " + _PreviousHeadYRotation);
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Debug.Log("[ViewTabletSpawner] New rotation: " + HeadRotation.y);
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Debug.Log("[ViewTabletSpawner] Delta: " + (HeadRotation.y - _PreviousHeadYRotation));
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HeadRotation.y = _ViewTabletHeadRoot.rotation.y + (HeadRotation.y - _PreviousHeadYRotation);
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float DeltaY = HeadRotation.y - _PreviousHeadYRotation;
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HeadRotation.y = _ViewTabletHeadRoot.eulerAngles.y + DeltaY;
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_ViewTabletHeadRoot.rotation = Quaternion.Euler(HeadRotation);
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}
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