- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Added more light probes to alleyway.
- Added round 2 podium reset buttons to admin panel.
- Fixed ResetPodium function not having a parameter in PlayerPodiumRound2.
- 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.
- 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.
- 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.
- 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.
- Added a mural behind the round 1 window.
- Added details to the news stand.
- Added a small amount of glossiness to the paint materials.
- Reshaped the outdoor stairs for the round 1 room.
- Renamed some shaders.
- Reduced resolution of floor map SDF textures.
- Removed mipmaps from the floor map colour textures.
- Fixed newspaper and timer overlays not working correctly on disabled cameras.
- Fixed major issues with the occlusion culling.
- Aligned UVs for 10m drywall panels so that the bricks line up correctly.
- Back walls in the alleyway now extend beyond the ceiling.
- Brick shader now shares tile/offset values between similar textures.
- Brick textures now have a properly generated ambient occlusion map.