268 Commits

Author SHA1 Message Date
5bb080d546 - Removed final remnants of LightSync from the project.
- Fixed jail chain potentially calling a GameManager function on all clients.
2026-06-05 15:02:18 -04:00
3212a32e46 Added a chalkboard to the alleyway. 2026-06-02 03:37:23 -04:00
ad6b47c536 - Added a card holder mesh for the host card spawner.
- Pickupable objects for various props changed to use VRCObjectSync.
- Live indicator now uses the new lamp model from the ACME Bugnet Alert.
- Light probes during round 1 illuminate contestants much better.
- Fixed lightmaps for the round 1 door.
- Changed import and mesh compression settings for many models.
2026-05-27 20:50:30 -04:00
f6c6c486a5 - Fixed lightmaps for round 1 door.
- Fixed orientation of engineering room door.
- Fixed orientation and lightmaps of decorative flags.
2026-05-26 11:22:09 -04:00
5741151435 - Round 1 door now has a window above it.
- Round 1 door reoriented so that the Y axis is up.
2026-05-25 23:59:44 -04:00
bd44d25470 Fixed the No Answer button never disabling between questions during The Chase. 2026-05-24 19:27:20 -04:00
78f1a7a2e3 - Round 1 now properly indicates the Modem destination.
- ACME Bugnet Alert has usable functionality.
2026-05-24 11:44:08 -04:00
644f5f9671 - Added a brick overhang over the alleyway fence.
- Added the ACME Bugnet warning light to the alleyway.
- Added a sign for the phone in the alleyway.
- Added a bicolour SDF shader.
- Enabled mesh compression on many of the meshes in the world.
2026-05-22 15:38:48 -04:00
ba4e42a813 - Fixed railing lighting on alleyway stairs.
- Made a dirty green paint material and used it for the newsstand.
2026-05-21 18:30:00 -04:00
8aec8995b8 - Added an admin button to skip a turn in round 2.
- Added a railing outside the stairs in the alleyway.
2026-05-21 03:52:48 -04:00
ae4ce6684b Choice and risk cards now use VRCObjectSync. 2026-05-20 20:05:41 -04:00
b234da3820 Added burlap sacks for the round 2 room. 2026-05-19 13:54:12 -04:00
29f9b858cf Added a decorative payphone to the alleyway. 2026-05-17 20:45:34 -04:00
da8b37ea37 - Improved compression for various ACME logos.
- Rearranged ACME logos into their own category.
2026-05-17 03:53:54 -04:00
dbc5746a0b Position markers on pedestals now activate when a podium is manually claimed. 2026-05-16 15:01:55 -04:00
dc86b95ed7 CaseVideoSyncPlayer no longer modifies the global material. 2026-05-16 08:14:31 -04:00
e7fa38058c - Jail call overlay no longer modifies the global material.
- Jail player now disappears when round 2 is initialised or deinitialised.
- Phone box cover now syncs when closed automatically.
2026-05-16 01:19:10 -04:00
1b167390cb - Host card now also uses VRCObjectSync.
- Host card spawner now switches ownership on interact to prevent sync issues.
- Host card spawner now has an inset square collider to get in the way less.
- Adjusted collision box of location board to not block the host card spawner.
- Phone box cover now closes automatically when round 2 ends.
2026-05-15 13:56:37 -04:00
2fa20670ac - Added a phone box around the phone in round 2.
- Added a callback class to allow interactions to send signals to non-pickups.
- Round 2 phone now syncs with VRCObjectSync, like many simple pick-ups now do.
- Doors can now choose whether they auto-close.
- GameManagers now enable and disable live lights as necessary.
- More transparent textures now have "Alpha is transparency" enabled.
- Podium prefab shifted slightly in its default position. This changes nothing.
2026-05-15 02:10:09 -04:00
e8704b7595 - Jail phone now also uses standard VRCObjectSync.
- Live indicator placard no longer has a grabbable component.
- Choice cards now have their LightSync components inside their prefabs.
2026-05-14 20:08:04 -04:00
cb04ea8dd2 Buzzers reworked to sync using VRCObjectSync, as a test for future refactoring. 2026-05-14 12:49:20 -04:00
c3896b06d1 Fixed a crash when a player tries to teleport to a pedestal's spawn point. 2026-05-13 23:29:16 -04:00
820df6c2bd - Lightning strike animations are now fully working.
- Added an alternate spawn marker, since it was needed for testing anyway.
- Round 1 podium name placard now has baked shading.
- Fixed umbrella model's blend shape normals.
- Removed a lot of unnecessary materials and textures.
- KNOWN ISSUE: Winner camera in round 2 no longer follows winner. Again.
2026-05-13 22:27:55 -04:00
554add639e - Lightning round effects now re-initialise in between rounds.
- Lightning round effect now checks if the effect has changed before playing.
- Final round now locks podium answers without an in-between segment.
- Improved UVs on buzzer model.
- Improved lightmaps on square crate model.
2026-05-11 00:56:42 -04:00
16dc6c79d8 - Added an umbrella and rain to the "Thunder And Rain" lightning round intro.
- Buzzer model has been updated, and includes a trigger pull animation.
- Lightning round intro sound is now music instead of a sound effect.
- Fixed a bug that made the host card interactable on round start.
2026-05-10 22:11:01 -04:00
09cca84bed - Added enclosure around the round 1 podiums.
- Added jail calls for Vic The Slick.
- Round 1 player pedestals now have tiles on them just like round 2.
- Improved lightmaps for the alleyway walls.
2026-05-10 05:16:30 -04:00
8b6604da24 - Modem now has markers for where players should stand to be teleported.
- Jail call camera overlay now syncs crook portraits properly.
- Ownership of wanted/missing posters and jail call overlay is properly set.
2026-05-09 13:59:29 -04:00
18a7c68ba6 Lightning Round special effects are now in their own prefab class. 2026-05-09 12:21:10 -04:00
2d3a18c897 - Adjusted camera positions for round 2, to suit the new room layout.
- Added a position marker for the winning player in round 2.
- Added borders and a blinking lightning bolt icon for the jail call overlay.
- Enlarged the location board by 20%.
- Do It Rockapella camera animation now starts much more zoomed in.
2026-05-08 04:41:45 -04:00
9c8a0addd1 - Moved players in round 2 further back from the location board.
- Added a unique tile colour for round 2 room.
- Added a case file section for briefings, for future use.
- Updated Trojan Horse loot image, and kept the transparent version.
2026-05-07 22:22:29 -04:00
bd2b80e9f9 - Added a placeholder jail call camera overlay.
- Tile floors and pedestals now have double-sided GI, making lightmaps cleaner.
- Removed unnecessary collision from the location board.
- Camera overlays now all default to inactive and zero scale.
2026-05-07 02:45:09 -04:00
e52ab0d43d Fixed the round 1 video timer continuing to run when a video was skipped. 2026-05-06 19:01:13 -04:00
9aa4339e8c - Video screen textures now use unshaded mobile materials instead of emissives.
- Video player render texture fixed to work on Android.
- Adjusted texture sizes for Android builds.
2026-05-06 01:46:22 -04:00
7b113a5c8a - CameraAnchor can now have camera rotation offsets as well as FOV changes.
- CameraAnchor no longer needs to sync with LightSync, and so does not.
- Added noise texture to velvet rope material.
- Improved lightmaps on velvet rope model.
- Round 1 podiums now return empty strings when no player owns them.
- Winning player camera in round 2 now has rotation offset for a later effect.
- Jail phone syncs active status better, and finds a player to follow better.
2026-05-05 03:58:58 -04:00
9cda4eaf7c - Velvet rope model has improved UVs and lightmaps.
- Cardboard boxes in alleyway no longer float above the surface they're on.
- Added a larger suitcase model and added it to round 2 room.
- Location board in round 2 has visible space behind spinners.
- Location board in round 2 has additional baked lighting on the front panel.
- Player marker in round 3 moved up to be visible when a floor map overlaps it.
- Player pedestals have separated tops, to allow baked lighting.
- Lightmap compression settings tuned to save a few kilobytes.
- Lightmap margins reduced to only 2 texels, saving tons of map space.
2026-05-04 17:45:15 -04:00
7d275ae426 Glass shatter effect now works only when the hosts jump through the window. 2026-05-03 16:55:32 -04:00
2f25e805a9 Microphones have been reworked to be more reliable and sync better. 2026-05-02 21:36:37 -04:00
f043f6292f - Added a suitcase model and leather materials for it.
- Fixed missing collision on round 2 walls.
- Fixed bicolour noise shader being rendered transparent for some reason.
2026-05-02 04:35:16 -04:00
af71061fd5 - 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.
2026-05-01 00:01:37 -04:00
69337bf3de - Added fence, barrel, trash can, and cardboard boxes to the alleyway.
- Added more light probes to alleyway.
- Added round 2 podium reset buttons to admin panel.
- Fixed ResetPodium function not having a parameter in PlayerPodiumRound2.
2026-04-28 05:10:40 -04:00
0a98c69770 - GameManagerRound2 now uses podium owners to determine players.
- Jail phone now runs its callback as the GameManagerRound2 owner.
- Actually updated the camera system repository this time. Finally.
2026-04-26 18:00:02 -04:00
f10f7b6fe7 - Added proper podiums and pedestals to round 2.
- Countries in round 3 are now randomised on load instead of on initialisation.
- View tablet now properly resets position on spawn and despawn.
2026-04-26 15:28:50 -04:00
b7acd09315 - Reworked UV mapping and materials on map marker.
- Renamed dark green plastic material to its proper name.
- Adjusted host and player camera anchor far plane distances in round 3.
2026-04-23 15:59:37 -04:00
39e227f264 - 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.
2026-04-23 03:50:44 -04:00
a6b3b840b2 - LocationBoard callbacks now only run on the host.
- CameraAnchor now properly syncs followed player data.
2026-04-21 16:35:19 -04:00
47eb6aae77 - Modem Arrivals and Tourist Information signs enable and disable correctly.
- Rearranged round 2 room to be closer to show-accurate.
- Adjusted compression and lightmapping for round 2's velvet ropes.
- Magazine rack is now a prefab.
2026-04-16 18:36:46 -04:00
3a68516eaf - Replaced placeholder podiums in round 2 with velvet rope.
- Video player more reliably loads videos on restarts.
2026-04-16 03:21:06 -04:00
ace89dc62d - Added position markers for host and players during each round.
- Current player list updated to podium owners when round 1 is loaded.
- Rewrote video player code to hopefully load videos more reliably on restarts.
- Round 3 timer should no longer continue running when a new round is loaded.
- Overlays from round 3 now properly disable when a new round is loaded.
- Fixed cameras erroneously resetting to round 3 positions on new game start.
2026-04-15 19:06:06 -04:00
674e5b67ef - Created animation for Kneemoi In Jail, thus completing Happy Happy Troy Troy.
- Crane shot in round 3 resets before switching to the ending camera sequence.
- Reworked old credits document to only list purchase requirements.
2026-04-15 04:00:00 -04:00
0092bf0767 - Fixed line thicknesses for floor maps.
- Fixed a camera issue with reloading a round while round 1 is playing video.
- Modem now uses a slightly rougher metal material.
- Round 1 and 3 have better handling for switching cameras from video players.
- Added a method for checking if a GameManager is initialised.
- Added camera switch timers for round 3 ending video and game end.
- Added CameraAnchor tracking for waist-down targeting.
- Added a method to CameraTimedSwitcher to retrieve a defined switch time.
2026-04-14 22:36:27 -04:00