#Open Body Cams

1 messages Β· Page 3 of 1

vital steeple
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it does already do that, unless there's a bug that I haven't encountered

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that's for you to decide

subtle forge
vital steeple
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it should also turn off when you look away from the screen, at least from a sufficient distance

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sometimes shadow casting causes it to still render while inside the ship facing away, I may fix that in the next update

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but as soon as you leave the ship door, it should always stop rendering

subtle forge
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yeah here are my stable fps's before and after turning on the mod

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it stays the same even inside the facility

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so something is still rendering

vital steeple
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hmm

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does it improve if you set the EnableCamera option to false using LethalConfig?

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(or similar in-game config mod)

subtle forge
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but still worse than base fps

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do you think it could be a mod conflict? i never had this issue with helmet cameras tho

vital steeple
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it seems possible, but I should check whether I'm getting the same thing

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if disabling the camera doesn't do much then it could be something unrelated to the camera rendering

subtle forge
vital steeple
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possible, but I wouldn't expect so unless something else is changing the enabled state of the camera

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I've checked several times in the latest version whether it shuts off correctly

subtle forge
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in case this means anything, the fps drops dont happen until you load into a map

if ur just in orbit, its fine, likely because its not rendering nearly as much

vital steeple
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which maps have you tried in particular?

subtle forge
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just experimentation

but helmetcameras had this issue on all maps as far as im aware, but the moment you left the ship the fps returned to normal

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fps just generally drops once you load into a map

vital steeple
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could you post your profile code?

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seems to be fine for me on experimentation from what I can tell

subtle forge
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i dont have many mods that'd add visual clutter to the game

vital steeple
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hmm maybe I do have a regression of like 5%

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hard to say for sure

subtle forge
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idk my friends have much lower spec pcs and notice it less than i do

vital steeple
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how good is your CPU? I'm guessing this might be something CPU-side

subtle forge
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13th gen i5-13600k

vital steeple
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ah okay, that shouldn't get hit too hard then

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lemme try your pack and see if it does anything on my end

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one thing you could try though is installing UnityExplorer alongside OpenBodyCams, that'll give you a UI to inspect the objects in the game including the body cam

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that way you can check for sure that the camera isn't rendering

subtle forge
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may need some guidance as i've never used it

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ill try tho

vital steeple
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essentially this

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if you need access to the UI you can hit F7 to hide it, but once you're in-game where you have bad FPS, you can type in BodyCam into that Scene Explorer search box to find the body cam attached to you

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when you click on it, you should see this window pop up:

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the UnityEngine.Camera there is the thing that ought to be disabled if you're outside the ship

subtle forge
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is there supposed to be 3 players

vital steeple
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yeah

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they're always there, just disabled

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if you have a mod to make the lobby bigger you'll have like 30 of those lol

subtle forge
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thats weird.. fps is randomly better

vital steeple
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theinking oh boy

subtle forge
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i didnt change anything

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😧

vital steeple
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the body cam enabled option is true again?

subtle forge
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everythings on yeah

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still havent checked the unity thing tho

vital steeple
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is it possible that you just encountered an unlucky map seed that got lower fps?

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it can vary a lot depending on the layout

subtle forge
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will check again

vital steeple
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if you get LCSeedPicker you can control that variable

subtle forge
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i also dont see the "BodyCam" in the hierarchy

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but the body cam is working as intended

vital steeple
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with the filter it didn't show up? that's odd

subtle forge
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uhhh it might actually be employeeassignments

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πŸ’€

vital steeple
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oh? wdym?

subtle forge
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let me check if its related to this mod at all

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fps drop didnt happen until i got an assignment

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uh oh

vital steeple
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interesting

subtle forge
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if its not related ill be on my way to the employeeassignments thread πŸ‘΄

vital steeple
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lemme give their code a sniff

eternal sequoia
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just happen to have it in my bar lol

subtle forge
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thanks

vital steeple
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looks like this profile gives me about a 20% reduction in fps thonk

subtle forge
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dont think its employeeassignments

vital steeple
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over running just OpenBodyCam and a few others

subtle forge
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i might just debug my pack on my own because i also discovered that the fps drops only happen sometimes..

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might just be some silly mod that causes it that just happens to coincide with the body cam mod being added or removed

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OR body cam might be causing something with another mod

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not sure

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πŸ€·β€β™‚οΈ

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needs tests

vital steeple
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possibly either, but I did at least confirm that the camera is turning off outside the ship

subtle forge
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thats good.. since i turned the config for "enabledCamera" off and then back on it i havent gotten the fps drop since

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very odd

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like it was happening? now its just not.

vital steeple
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that shouldn't make a difference so it must've been coincidence

subtle forge
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yeah..

vital steeple
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as in, it has no persistent state other than the config option

subtle forge
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ill check a few more times

vital steeple
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oh

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some mod in this profile seems to ignore the map seed and put randomized objects outside

subtle forge
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was about to say

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i think its just brutal company minus

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πŸ’€

vital steeple
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holy shit

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my fps on this load is half of what it was with my other pack

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it spawned a bunch of trees outside, but I'm not sure if that's the reason

subtle forge
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yeah still doenst explain how it perfectly coincided with me removing the bodycam mod

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more testing

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😒

vital steeple
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sometimes it just be like that

subtle forge
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okay im positive its just some brutal company shenanigans

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i got an overall fps boost when disabling it

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well im going to march my way over to their thread in a bit.. really appreciate ur help with the situation

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very good mod

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or it could be a conflict with this one and brutal company

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this is a nightmare

vital steeple
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I can at least confirm it goes back to nearly normal when I disable brutal company

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it would be very interesting if it was a conflict

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probably hard for me to track it down though if that's the case, and it would be good for you to confirm it by doing as many tests as you reasonably can

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don't want to waste their time investigating a connection to another mod

subtle forge
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yea ill just debug brutal company itself now

vital steeple
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I guess one curious thing you mentioned was that the body cam didn't show up in UnityExplorer, I almost forgot to look at that

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I'm getting significantly lower fps than normal with Brutal Company and no OpenBodyCams

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probably is just them

dense dune
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@vital steeple so the newest GI update implemented the option to disable Post Processing for the internal and external ship cameras which disables the green overlay on them, got a recommended emmissive value for the BodyCam to match? Or do you think that option could be implemented for the Body Cam as well? ;o

vital steeple
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well.. I think that those screens are supposed to still have an emissive color, so I would assume they're still slightly green

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but if not, then 0 0 0 should work

dense dune
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There is a slight green still yeah you're right, you can only notice it when the ship lights are off though interestingly enough

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At least for the internal one

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Hard to see it with the ship lights on, also idk why my model doesn't render in when solo lmfao

vital steeple
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it's just because the emissive color is additive

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the light inside the ship largely overpowers it

dense dune
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Yeah it's definitely nicer though, I'm glad the option was added

vital steeple
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judging by what I'm seeing, the default for OpenBodyCams should be close

dense dune
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It was added to help improve performance the dev said, defaults to false lol

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Yeah I think so as well

vital steeple
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it's slightly darker than the emissive color for the internal camera by default

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I kinda doubt the post processing cost much, but it doesn't hurt I guess

dense dune
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Yeah I doubt it too

vital steeple
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if it's not measurable it's not meaningful really

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but for looks it's nice if you prefer that

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I'd tend to just want to tone it down instead of disabling it though

dense dune
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Yeah

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I wish the dev would add that

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Lol

vital steeple
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it's a lot trickier than disabling it for sure

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have to dig in pretty far

dense dune
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Yeah

thick zenith
knotty pelican
# thick zenith huh?

it's breaking with the new versions of MoreCompany (1.8.0 and 1.8.1), when OBC goes to run its compatibility stuff for MoreCompany... falling back to MoreCompany 1.7.6 resolves it until it can be addressed

prisma creek
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oof

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i just updated just now

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to test what was new

prisma creek
vital steeple
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ah, I'll take a look at this soon

prisma creek
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yep

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i tried it myself and got the same issue

vital steeple
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yeah, presumably some function I rely on patching has been changed

thick zenith
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and when trying to join

vital steeple
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I'm gonna be honest, this broke for a very silly reason and I don't know why they did what they did

prisma creek
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which?

vital steeple
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MoreCompany

prisma creek
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i mean what they updated that broke something

vital steeple
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ah

prisma creek
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they updated and i dont particularly know what changed

vital steeple
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hard to explain without being technical, so basically they added a ref keyword to a parameter and broke my method of finding their function, and I can't discern a reason why they would even need that keyword

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specifically the keyword is on a string that is being printed in chat which it hijacks to transmit the cosmetics a player has equipped

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but I can't see any code path where that modified string is actually used

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it has no effect on functionality at all

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easy fix on my end though

vital steeple
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Version 1.1.3

  • Fixed compatibility for MoreCompany versions greater than 1.8.0. Note that there appears to be an issue where upon joining a server, cosmetics may appear blocking the view of the body cam, which may be caused by an error in MoreCompany.
burnt moth
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Hey Zaggy! Was playing tonight with a friend and when he died outside the spectator camera went to a random Masked who was trapped in the facility, i'm not sure if this is a known issue or if it is a weird conflict with MaskedEnemyOverhaul/Mirage?

vital steeple
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thonk maybe, I wouldn't expect that to be possible without mods, unless there's a bug in the Unity networking code

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I assume the radar map was also focused on that same masked enemy?

burnt moth
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Nah I think it was the MaskedEnemyOverhaul fork, just had a convo with qwbarch in the Mirage thread where a line of code in the MEO fork targeted a player for a desync in that mod

prisma creek
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is normal MEO broken?

burnt moth
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I'll let you know if it happens in the next session, but yeah just switching the camera and the masked was counted as him. I don't believe so but the fork fixed a problem with increased spawns when landing on the same moon multiple times

prisma creek
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ohh

brave sky
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although in this case where bodycam shows a random mimic, that might actually be an issue from my mod

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@vital steeple sorry for the ping, but do you know if what gets shown on the camera is from playerControllerB.redirectToEnemy?

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if that's the case then it's definitely from mirage and i'll fix have to fix it from my end

vital steeple
brave sky
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gotcha thanks! @burnt moth that's confirmed from mirage then

burnt moth
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Ahh good to know!

prisma creek
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OBC works with the new version of MoreCompany now right?

vital steeple
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it does

prisma creek
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thanks

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ill update now and see if if there is anything left

prisma creek
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you guys were talking about Player Controllers right

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can i ask what is this

prisma creek
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i think i broke my game ahaha

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hmm but its working fine tho

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oh never mind

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i spoke too soon

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game breaks when i pick up stuff

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mainly scraps

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if i roll back MoreCompany to the older version. should i rollback OBC?

vital steeple
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no need, it's compatible with either version

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and that is a MoreCompany issue, not sure what's causing it but it happens without OBC

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my guess would be it's something to do with sending a text message with no attached player, but that used to work so I'm not sure why it broke in this version

prisma creek
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ok thanks

knotty pelican
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got back to the ship with some masked following me, and when the cameras try to start rendering on the ship, it's throwing this error every frame they're looked at as they try to re-enable

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I changed cosmetics while inside (advanced company), I'll try to repro that later

vital steeple
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I've gotten reports about that issue before, but unfortunately I haven't been able to repro it once

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if you manage to repro, a video of the entire round would help

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also a profile code to go with it, since it probably involves cosmetics or other models being attached to the mimic (I would assume)

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Version 1.1.4 going live:

  • Added an option to disable the green flash animation displayed when changing targets on the body cam.
  • HDLethalCompany graphics options will now apply to the body cam.
knotty pelican
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I got it to repro

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going to narrow it down now

agile kite
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yo another toontown player

knotty pelican
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advanced company (+input utils) + OBC + 2 head cosmetics (burger king crown + mario head)

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dropped into clean save

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turned to cams: fine

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turned away from cams, opened advanced company menu, removed mario head, returned to game with just crown

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turned to cams, and hits the same error

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have done it reproducibly half a dozen times now

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can DM you a video if you need it

vital steeple
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oh hmm, I wonder if that was the same issue then, that's curious

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I don't think the user I'm thinking of had advanced company but I may be wrong

knotty pelican
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there may be something else with masked cosmetics, but I didn't require any of that to reproduce

vital steeple
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right yeah

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that's good, I think I should be able to reproduce and fix this fine, I'll let you know if I need a video after all

knotty pelican
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I would have uploaded it, but it's just over the discord limit

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and wasn't going to waste time if it didn't help haha

vital steeple
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yeah, that's fair

knotty pelican
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I also archived the bepinex folder that caused it, DM me if you can't repro

vital steeple
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if it was the issue I'm thinking of, it was possible it was an intermittent in which case I needed more info

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that one with the masked enemy has been open on GitHub for a while unfortunately

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not sure if it's still occurring

knotty pelican
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I originally thought it had to do with AdvCom or MaskedOverhaul grabbing cosmetic states for masked that didn't exist and somehow causing a problem there

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because I was testing masked and hadn't seen this before

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but it's such a fringe case I'm not convinced it was related to my report

vital steeple
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as long as the things attached to the masked don't get removed before the masked is despawned, I don't think it should error out

knotty pelican
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yeah, the masked cosmetic state seems remarkably consistent even between teleports

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didn't delve into it too deeply

vital steeple
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it currently doesn't rely on cosmetic information at all, it just collects all renderers attached to the masked since they don't have a first person view model, so it should be pretty consistent

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if something destroys a model that could potentially be an issue, but I patched it to not spam errors if that happens and I still got reports so that was very bizarre

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anyway, we'll see if that ever happens again with a more reliable repro

prisma creek
knotty pelican
prisma creek
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i mean suit

knotty pelican
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if it's not on the list, i wasn't using it

prisma creek
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what cosmetics is the burgerking one? i havent seen that one before

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also what kind of effect does your error experience have? masks dont have cosmetics or something?

knotty pelican
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no, like I talked above above, you can't look at the cameras

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when they go to turn on they throw an error every frame

prisma creek
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then you will have fps drops?

knotty pelican
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no

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you CAN'T look at the cameras

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when it goes to disable the culling it throws an error every frame you try to look that direction

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your game effectively locks up until you look away

prisma creek
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oh kinda like it stutters every time you look at the camera?

knotty pelican
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no, you physically can not look past the camera turn-on point

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the game will throw an error every frame at the edge of the culling area

prisma creek
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i think i experienced something similar before

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i had AC at the time

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i had GI and OBC too and looking at the monitors drops my frames to 5fps while using TooManyEmotes

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looking away makes it go back to normal

knotty pelican
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that's not related to my bug report, none of those are required

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you're likely talking about resource usage

prisma creek
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its fixed now tho

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it was before

knotty pelican
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it takes noticeable extra resources to render emotes in third person

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if you're already near your limit, that will cause drops (e.g. near rendering cams)

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there have been a number of resource-usage bugs that have been fixed recently across various mods, which can account for increased performance

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(e.g. mirror used to render at 2000x2000 regardless of config resolution)

severe harbor
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It sort of just stops rendering the game when you try to turn to look at the camera. Not just FPS drop, it just stops being able to render

winter raven
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Is the cam supposed to turn itself back on when it's on a dead body? @vital steeple

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Like, when you're watching someone on the monitor, it turns off with that one option enabled, but when the person is dead, it turns their camera back on even if they're on the ship

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Stack trace:
TMPro.MaterialReference..ctor (System.Int32 index, TMPro.TMP_FontAsset fontAsset, TMPro.TMP_SpriteAsset spriteAsset, UnityEngine.Material material, System.Single padding) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001D)
TMPro.TextMeshPro.SetArraySizes (TMPro.TMP_Text+UnicodeChar[] unicodeChars) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0083)
TMPro.TMP_Text.ParseInputText () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_004C)
TMPro.TMP_Text.GetPreferredValues (System.Single width, System.Single height) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0007)
TMPro.TextMeshPro.Rebuild (UnityEngine.UI.CanvasUpdate update) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0015)
TMPro.TMP_UpdateManager.DoRebuilds () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0037)
UnityEngine.Canvas.SendWillRenderCanvases () (at <c6e732ee43764427b2b923952ecc7fa9>:IL_000A)

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
TMPro.MaterialReference..ctor (System.Int32 index, TMPro.TMP_FontAsset fontAsset, TMPro.TMP_SpriteAsset spriteAsset, UnityEngine.Material material, System.Single padding) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_001D)
TMPro.TextMeshPro.SetArraySizes (TMPro.TMP_Text+UnicodeChar[] unicodeChars) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0083)
TMPro.TMP_Text.ParseInputText () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_004C)
TMPro.TMP_Text.GetPreferredValues (System.Single width, System.Single height) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0007)
TMPro.TextMeshPro.Rebuild (UnityEngine.UI.CanvasUpdate update) (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0015)
TMPro.TMP_UpdateManager.DoRebuilds () (at <9baa8119dbcd498f902c1a92f10843c1>:IL_0037)
UnityEngine.Canvas.SendWillRenderCanvases () (at <c6e732ee43764427b2b923952ecc7fa9>:IL_000A)
UnityEngine.Camera:Render(Camera)
OpenBodyCams.BodyCamComponent:Update()```
This may or may not be related, spams the log when dead, I first reported it over in GI
low sphinx
winter raven
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I know you didn't mention emotes, but just for record

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This was from being dead - I mentioned to shaosil and he mentioned he would take a look at it when he could but it's such a weird bug that I'm not sure which one of the two spawned it

low sphinx
winter raven
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It just spams the hell out of the log and I'm trying to figure out an also new desync issue that is hard to reproduce unless you're trying to get teleported out while there's a jester in facility (haven't done anything concrete, just coincidence both times this has happened)

burnt moth
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Hey not sure if it is this mod but as a client I noticed a green glow inside my helmet from time to time turning about πŸ€” is there anything emitting light on the first person view?

vital steeple
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unless it's fully opaque bright green, I would doubt it

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a screenshot/video would help me say for sure though

vital steeple
winter raven
vital steeple
winter raven
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Ok got it thanks

tired badge
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how do i close the bodycam?

vital steeple
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the map power button turns it off, or you can use LethalConfig to disable it in-game

tired badge
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how do i stop it from opening

burnt moth
vital steeple
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if you don't want to have a bodycam, why are you installing it?

tired badge
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real πŸ˜”

celest horizon
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I forgot

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I once set a setting in the config so as not to see my camera on the monitor, but to show others

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And only the host could see everyone except himself - for the rest of the clients everything was black...

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I think I'll check if this has been fixed or not.

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.<

vital steeple
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what setting? that doesn't sound like an option I added

celest horizon
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I think this setting

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That is, when you are on a ship, you don’t see your camera on the monitor

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And if another player switches to himself, then it’s clear

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And I forgot to tell you about it then, 1-1.5 weeks ago

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Was out of sync

vital steeple
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hmm

celest horizon
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Today I will try to recreate the situation

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check, maybe it's already fixed, who knows

vital steeple
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could be a conflict

celest horizon
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No errors in the console

vital steeple
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I'll have to check if that's still working for me on LAN, but it's possible a mod is interfering with the flag that I check that with

celest horizon
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I'll post a report a little later and all that...

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The more loot created on the map, the greater the load on FPS? @vital steeple

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I just made a discovery for myself that in AC there is a setting for weather conditions - there is more loot

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I remember that there is an overall value that increases, but the amount of loot on the map...

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I loaded into Eclipse and there were 40 things for a total of 5674

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I just dropped to 50-60 fps

vital steeple
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loot inside the facility is very unlikely to be the culprit, loot on the ship is usually more plentiful

celest horizon
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I just loaded onto the same seed with a lot of loot

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and standard 100%

vital steeple
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well, I guess we'll find out if I get around to applying portal occlusion culling to items

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got too many things on my to-do list at the moment

celest horizon
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It’s just that GI and AC suffer more from optimization in mod builds

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I turned them off and my performance is so high xD

celest horizon
vital steeple
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can't say I know what the cause would be for AC at runtime

celest horizon
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The algorithm of actions is important

celest horizon
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What scares me more is LLL and LE, who cannot figure out among themselves who is more important

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But overall everything is great, I'm happy ^^

vital steeple
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yeah, idk the compat situation for those

celest horizon
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But in the future everything will stabilize

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Played with the settings, set the loot values ​​to 400% in any weather

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And everything seems to be fine...

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It's not clear how it all works

vital steeple
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I'm sure there are just other factors contributing

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at some point I'll profile my game while playing a late game save or something

burnt moth
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I got a lower framerate on custom moons and stuff, not sure if it's GeneralImprovements outside cam, LLL current version or something else πŸ€” i'll see if I can throw any helpful findings in here from my planned session today

celest horizon
prisma creek
vital steeple
#

yeah, still not sure what's up with Budapest, does it have a ton of shadow-generating lights or something?

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the crash stack trace was related to shadow rendering

vital steeple
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@knotty pelican just uploaded 1.1.5 with a fix for the error spam after changing AdvancedCompany cosmetics

knotty pelican
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excellent, will give it a quick look in a few

vital steeple
#

yeah, thanks for narrowing down the cause!

knotty pelican
vital steeple
low sphinx
#

@vital steeple Just Saw! Huge W! Thank you ❀️

vital steeple
#

lmao thanks

low sphinx
vital steeple
#

I wasn't aware this was happening actually, I thought I had ensured that didn't happen already

low sphinx
vital steeple
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oh, that might be my bad actually

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I may have brain farted and thought I got that patched in one of the previous versions

low sphinx
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Nah I just mention only the once in discord and kind of forgotten myself xD Yeah it wasn't like it and then next update it popped up ^^

vital steeple
#

well, it wouldn't have happened until I added AC compatibility, if that's when you mean

vital steeple
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gotcha then yeah I probably brain farted

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I remember seeing mention of that before

burnt moth
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Hey Zaggy just got done with our session, many session restarts and absolutely zero green light inside the first-person helmet, no idea what caused it originally πŸ˜…

vital steeple
#

interesting thonk could've just been another mod

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seems likely even, especially if it was lighting, rather than a bright green solid color or something

burnt moth
#

Only thing I'm thinking of is a mix of better radar booster and this, one time I could see the monitor flicker effects like I was a monitor or something πŸ˜… god knows, all good now

vital steeple
#

oh, so it was similar to that then

#

interesting, lemme know if you catch it again

#

it's certainly possible for something to go wrong to allow that to be visible

vital steeple
#

working on a little something

prisma creek
#

ohh

#

we hacking the main frame of the dungeon

lament raft
#

It's just a PiP bodycam on the terminal.

manic cosmos
#

69 420
Nice lol

lament raft
#

InfiniteMoney mod.

vital steeple
vital steeple
manic cosmos
#

This also looks useful. πŸ‘€

vital steeple
#

I'm planning on also coinciding this feature with one in TwoRadarMaps to make it use a separate body cam, and hopefully also a teleport command

#

all optional and opt-in of course, I don't want compat to explode suddenly

#

teleport command will probably be delayed, though, the game doesn't really lend itself to selecting a teleportation target

prisma creek
#

pip body cam?

vital steeple
#

yee

thick zenith
#

Halloween body cam which shows jester instead of any other enemy

vital steeple
#

sounds like a pretty good april fools too

prisma creek
#

i never used the camera on the terminal

vital steeple
#

I don't like to imagine what that code would look like

prisma creek
#

so i didnt know there was one

vital steeple
prisma creek
#

is that bound to the other players?

#

ohh

vital steeple
#

at least not with just OpenBodyCams

prisma creek
#

cuz mainly. im the one hunting monsters so, someone else is on terminal duty

prisma creek
vital steeple
#

there are other mods that do it, only reason I'm doing it here is so I can implement compatibility with TwoRadarMaps, since nobody else has done it yet

#

nono

prisma creek
#

oh its indevelopment

vital steeple
#

yeah

prisma creek
#

nice

#

looking forwards to that

vital steeple
#

that was just a poc, it doesn't really function

prisma creek
#

tho is it player's body cam or the entrance cam only?

vital steeple
#

that's a radar booster

#

it just follows the target on the map

#

same as normal

prisma creek
#

so its the same as the one you use for the right big screen?

#

so it really is the body cam

vital steeple
#

with just OpenBodyCams it will be, yeah

#

with TwoRadarMaps, it'll be a separate instance

prisma creek
#

also radar booster has a camera?

#

never use that before

vital steeple
#

it does

prisma creek
#

its a vanilla item right?

vital steeple
#

yeah

prisma creek
#

never really used those since im always being too close and personal with the monters

#

we can tp those to the ship right?

vital steeple
#

not in vanilla, there's a mod for that

prisma creek
#

oh we cant?

#

so the camera is also stationary?

vital steeple
#

depends on your OBC config

prisma creek
#

it would be nice if it rotates

#

rotates as in the radar booster cam

vital steeple
#

it does by default

prisma creek
#

oh nice

#

lol i never knew some vanilla stuff

#

i wish in vanilla we also have lightning rod

#

or a raft for flooded

#

btw. how do people even see the texts on the terminal with that massive radar screen?

vital steeple
#

you can scroll through it if that's what you mean

prisma creek
#

oh we can?

#

i never knew that

#

i need to touch the terminal a bit more besides buying a ton of shovels every time

#

i kinda just type items whenever i go to terminal and go "shovel, confirm, pro flash, confirm, glowstick confirm" then go straight to the dungeon

lament raft
vital steeple
#

loot bug took a selfie

#

it's very funny watching them pick up the radar booster and run around with it

severe harbor
#

It's funny watching it on the monitor even without a camera view, I can only imagine

prisma creek
#

like those hidden cameras

severe harbor
#

In the same vein, I saw "poc" and was very confused for a while (proof of concept)

vital steeple
#

yeah sorry, I'm used to using that acronym

severe harbor
#

It's all good it makes sense from an industry perspective

thick zenith
#

Or... I take a shovel and going to kill every nut nut on the map

prisma creek
#

if only we can kill the giant

#

i hate those guys when returnning to the ship with the monsters i killed

burnt moth
#

I like that only worms can take care of em, I'd suggest the fairgiants mod, makes them way more bearable to work around

ancient dragon
#

would it be possible to make body cams a ship upgrade?

vital steeple
#

hmm, definitely possible, but I don't know the first thing about that so I couldn't say if it's reasonable to add that

#

maybe I'd need to make a soft dependency to another mod to add that option, but not sure what API would implement that

gritty grove
#

Something happened on Ooblterra that just obliterated my machine to 2 fps, just a bunch of this in the log:[Warning: Unity Log] Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now. [Error : Unity Log] NullReferenceException Stack trace: OpenBodyCams.BodyCamComponent.RestoreState (GameNetcodeStuff.PlayerControllerB player, UnityEngine.GameObject[] cosmetics, OpenBodyCams.PlayerModelState state) (at <b51c52cba9964742afb9ae0c3f969ce0>:IL_005C) OpenBodyCams.BodyCamComponent.ResetCameraRendering () (at <b51c52cba9964742afb9ae0c3f969ce0>:IL_003F) OpenBodyCams.BodyCamComponent.BeginAnyCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at <b51c52cba9964742afb9ae0c3f969ce0>:IL_000A) UnityEngine.Rendering.RenderPipelineManager.BeginCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at <e27997765c1848b09d8073e5d642717a>:IL_000A) UnityEngine.Rendering.RenderPipeline.BeginCameraRendering (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at <e27997765c1848b09d8073e5d642717a>:IL_0001)

#
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.PrepareAndCullCamera (UnityEngine.Camera camera, UnityEngine.Experimental.Rendering.XRPass xrPass, System.Boolean cameraRequestedDynamicRes, System.Collections.Generic.List`1[T] renderRequests, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest& renderRequest, UnityEngine.CubemapFace cubemapFace) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_0104)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at <b8abf62aeac646cea5c5cde032ff9314>:IL_02B9)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <e27997765c1848b09d8073e5d642717a>:IL_001C)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) (at <e27997765c1848b09d8073e5d642717a>:IL_0046)```
vital steeple
#

can you think of anything that happened around that time that may have triggered it? this can't just happen spontaneously

#

that stack trace is unfortunately very common and doesn't tell me much

gritty grove
#

When I went inside the place I had regular mansion interior instead of the custom Oobleterra one, which was odd but apparently just a really small chance of happening -- but I got hit with performance getting crushed by Shrimp from LC_Office apparently spawning and having issues. That got me down to the 15 - 20 FPS range or so so I bailed, but specifically once I got back to the ship as soon as my screen could remotely have the bodycam monitors in my field of view it would full-on freeze the screen and stop updating my view. I could still hear movement / tell I was moving around at those times, and if I managed to wrench my way away to look somewhere else it'd unfreeze. I had to wait for it to hit midnight to get out of there because I couldn't actually see the lever to pull it.

#

once I was off ooblterra performance was back to normal on both fronts

vital steeple
#

do you have the full log?

#

also, was it the latest version of OpenBodyCams? maybe I can narrow it down

#

1.1.6 to be specific

gritty grove
vital steeple
#

is there any possibility your cosmetics or equipment changed while you were away from the body cam?

#

it looks like the number of cosmetics on your model increased while you were inside, curious

#

weird, it looks like it was breaking as you were landing on the moon too, if the logs are any indication

gritty grove
#

I was playing solo so I didn't mess with any cosmetic stuff πŸ€”

vital steeple
#

what about equipment like helmets or armor?

gritty grove
#

not during that landing, I equipped stuff before dropping down. Once I was on the moon + inside, all I did was go through a couple of rooms and grabbed two scoopy guitars and a pintoboy before hustling out before performance was chugging from shrimp

vital steeple
#

I'm wondering if the issue may have actually started before you even left the ship, because I see the log messages that usually are printed when the dungeon is generating after the error from the body cam

#

so it's possible it was equipment that caused it

#

if you remember what you equipped and toss me a profile code, maybe I can repro

gritty grove
#

Just current version Advanced Company tac helmet and bulletproof vest in this case -- I can't recall this ever cropping up with OBC and that before, the only other time we had severe view lockups was one random time where it seemed like anyone looking in the direction of Maxwell from Lethal Things would drop to an FPS crawl. We've had that situation plenty of times before and after without issue though.

vital steeple
#

I just tested equipping all Advanced Company equipment and it all worked with no issues, so I'm not sure what would cause that

#

if you figure out any possible causes let me know

gritty grove
#

I would assume something related to Ooblterra since it's got some wacky sorcery to load into LC compared to other modded content, but I'll keep an eye out

vital steeple
#

hmm, would be odd if it was doing something with any of the objects that OBC is concerned with, but I suppose it's possible

vital steeple
#

new update going live:

Vesion 1.2.0 (typo in the real changelog oopsie)

  • Add an opt-in feature that adds a view bodycam command to the terminal to display a picture-in-picture view of the bodycam. TwoRadarMaps v1.2.0 will use a separate bodycam when the feature is enabled.
  • Developer features: Added an API to force a body cam to render, and allowed body cams to function without being attached to a renderer's visibility/materials.
#

Note that these are fairly sizeable/intrusive changes, and the TwoRadarMaps compat is the first time making use of multiple body cams, so it's possible/likely some things have broken. Please report any issues you find!

prisma creek
#

would this new update affect HandheldMap and FastSwitchPlayerViewInRadar?

vital steeple
#

HandheldMap no, FastSwitchPlayerViewInRadar.. probably not? I forget exactly what that does

#

does that add arrow key shortcuts in the terminal or something?

prisma creek
#

yeah

#

arrows

#

for switching views

vital steeple
#

should work fine if they used the vanilla methods for switching targets then

#

if it worked to switch targets before, it'll most likely work still

#

only problem I forsee is if people are running other terminal mods, but you can always leave the feature off if so

#

hoping to help some of those mods add proper support if the developers are willing

prisma creek
#

terminal mods

#

like LLL?

vital steeple
#

LethalLevelLoader? I mean.. it doesn't really do much to the terminal

lament raft
#

LLL is a terminal mod?

vital steeple
#

I have had issues with it breaking the switch shorthand though

#

but that's not new

#

by terminal mods I mean ones like darmuh's, lammOS, or there was one other that added resizeable windows

#

all three of those try to allow people to see the body cam, iirc, but I don't know that they all work completely properly with OpenBodyCams, since it switches off the camera more aggressively than any other body cam mod

#

ah yes, the one with resizeable windows is called TerminalDesktop

prisma creek
#

i mean the new LLL i think has that moon price and variant sorter. but what i can think of that might deal with terminal would be ghostCodes

vital steeple
#

I doubt that would have any problems, I don't see anything in the readme about the map or teleporting or anything

thick zenith
#

Separate mod idea:
Allow monitor to transmit voices of the observed players, like if you're watching a player you can hear what he's talking about rn

lament raft
#

Why voices specifically?

thick zenith
#

Can be his sound queue, so ambience and game sounds around him as well

lament raft
#

Just a general audio feed from the camera makes more sense. Although it further simplifies the job of whoever is staying on the ship.

thick zenith
#

It can be linked to the walkie

#

So whoever is on the ship doesn't need any

prisma creek
#

you mean they can speak via the speaker on ths ship?

lament raft
#

Would make walkie worse as it will now be quite noisy.

vital steeple
#

I'll have to consider that, but it could be tricky and I have no idea what it would do to performance, especially if it's supposed to capture everything

#

as it is, I think that sounds that go through the walkie are hardcoded, and I don't know if the sound system is designed to record from a certain viewpoint

#

I probably won't get to that for a long while if at all tbh

#

but pull requests are welcome! :^)

burnt moth
vital steeple
#

it's a picture-in-picture, so you can see both at the same time (at the cost of a portion of the map being obstructed)

burnt moth
#

Wonderful! I'll give feedback when I can

robust talon
#

With TwoRadarMaps

#

I want to use it alongside with TouchScreen and OpenBodyCams

burnt moth
#

Aw man, I love this!

#

DisableInternalShipCamera doesn't seem to work for the radar booster though

manic cosmos
#

typo in changelog "featuer". nice update zaggy any performance hit?

vital steeple
vital steeple
vital steeple
vital steeple
robust talon
#

Careful, I'm using a large modpack

  • 018daf46-0f2d-9c60-e71a-d6c8bc0720bf
vital steeple
#

hmm

#

is there anything else you can think might be triggering it?

#

oh, I guess you removed TwoRadarMaps, let me check again

#

got it

manic cosmos
#

Do you have TerminalExtras?
I know that mod has overlay text problems.

robust talon
robust talon
astral gorge
#

so this happened

#

I assume thats how you are getting the flash to appear on the screen when changing people

#

@vital steeple

vital steeple
#

it is

#

can you give me a log? if that's appearing, chances are something failed to run

vital steeple
astral gorge
#

He died on the map and when he respawned he had this giant bar in front of him the until we left the game

#

The game was from yesterday, don't know if we have the log

#

it might have been because i switched to his cam the exact moment he died?

vital steeple
#

wait, so every player could see the bar?

#

unfortunately, without that log and probably also a profile code, I don't know if I can do anything about it

astral gorge
#

yes

#

we could all see it, but only when looking from behind him

#

and it was just there, permanently

#

it was the only time it happend. just a glitch i think

vital steeple
#

if it ever happens again, make sure to keep the logs from that session so I can see if I can find the cause

vital steeple
#
[Info   :TwoRadarMaps] Set mapScreenPlayerName.enabled = True
[Info   :TwoRadarMaps] PatchManualCameraRenderer.SwitchMapMonitorPurposePrefix
[Info   :TwoRadarMaps] DynamicMethodDefinition.NativeDetour_Wrapper<UnityEngine.Behaviour::set_enabled>?0
[Info   :TwoRadarMaps] ManualCameraRendererPatch.MapCameraFocusOnPosition
[Info   :TwoRadarMaps] ManualCameraRenderer.DMD<ManualCameraRenderer::MapCameraFocusOnPosition>
[Info   :TwoRadarMaps] ManualCameraRenderer.DMD<ManualCameraRenderer::Update>
[Info   :TwoRadarMaps] DynamicMethodDefinition.Trampoline<ManualCameraRenderer::Update>?-315022440
[Info   :TwoRadarMaps] HandheldRadar.ManualCameraRenderer_Update
[Info   :TwoRadarMaps] DynamicMethodDefinition.Hook<ManualCameraRenderer::Update>?-143571472

this shouldn't be happening at the start of the game

robust talon
vital steeple
#

I was hoping you would know what that is, but the name sounds pretty self explanatory

#

LethalThings or something?

#

LateGameUpgrades?

winter raven
#

Portable radar is in LT

#

So prob LT

#

Not a LGU upgrade

#

I presume internal name is handheldradar

robust talon
#

LethalThings it is

#

hmm

winter raven
#

Weird I've never seen this issue

vital steeple
#

actually, hold on

#

might not be LethalThings' fault

#

I gotta get the namespaces in this log message

#

The ManualCameraRendererPatch class is the suspicious part here I think, since it is bypassing the vanilla methods to enable the monitored player text

#
[Info   :TwoRadarMaps] Set mapScreenPlayerName.enabled = True
[Info   :TwoRadarMaps] TwoRadarMaps.Patches.PatchManualCameraRenderer.Behaviour_set_enabled_prefix
[Info   :TwoRadarMaps] MonoMod.Utils.DynamicMethodDefinition.NativeDetour_Wrapper<UnityEngine.Behaviour::set_enabled>?0
[Info   :TwoRadarMaps] Diversity.Patches.ManualCameraRendererPatch.MapCameraFocusOnPosition
[Info   :TwoRadarMaps] ManualCameraRenderer.DMD<ManualCameraRenderer::MapCameraFocusOnPosition>
[Info   :TwoRadarMaps] ManualCameraRenderer.DMD<ManualCameraRenderer::Update>
[Info   :TwoRadarMaps] MonoMod.Utils.DynamicMethodDefinition.Trampoline<ManualCameraRenderer::Update>?-1656594148
[Info   :TwoRadarMaps] LethalThings.MonoBehaviours.HandheldRadar.ManualCameraRenderer_Update
[Info   :TwoRadarMaps] MonoMod.Utils.DynamicMethodDefinition.Hook<ManualCameraRenderer::Update>?-1927710056
#

Diversity

robust talon
#

Oof

vital steeple
#

which is unfortunately not open source...

robust talon
#

Let me talk with Chaos, he's the main modder of Diversity

vital steeple
#

they probably have a reason why they're setting that from there, but I couldn't imagine why they do that instead of using SwitchMapMonitorPurpose

winter raven
#

Seems that mod is notorious for not playing nice

#

It's no MC

manic cosmos
vital steeple
#

ah yeap I just saw that in the decomp

#

they need to check the ManualCameraRenderer.overrideCameraForOtherUse flag before changing anything

#

instead for some reason they're checking isScreenOn

prisma creek
#

new version of OBC not compatible with diversity?

vital steeple
#

it's a very minor issue

#

check above

prisma creek
#

is it the camera where it goes "they have paid the price" thing?

vital steeple
#

I couldn't tell you, I haven't used that mod

vital steeple
burnt moth
#

Hey @vital steeple I just did some tests around TwoRadarMaps and OpenBodyCams with BetterTerminal. Not sure if i'm better asking here or asking ZG about BetterTerminal

BetterTerminal adds in commands like teleporting but it appears to desync the TP target if someone switches targets on the monitor, so then it teleports someone or in our case a radar booster instead of who you are targeting on the terminal,

Really this can be fixed by just not using TwoRadarMaps but thought i'd ask yoiled

https://thunderstore.io/c/lethal-company/p/ZG/BetterTerminal/

manic cosmos
# burnt moth Hey <@193574164639121409> I just did some tests around TwoRadarMaps and OpenBody...

Do you have more company?
I reported the radar target bug To 1A3Dev and they fixed it. Just waiting on release.
https://github.com/notnotnotswipez/MoreCompany/issues/45

GitHub

When SendNewPlayerValuesClientRpc is called, if the count of radarTargets doesn't match the count of player controllers it will just keep adding them as radar targets. If the count doesn't ...

burnt moth
#

This is just a target desync caused by TwoRadarMaps and BetterTerminal commands

manic cosmos
#

I see so it only happens with those 2 installed?

burnt moth
#

Yeah I actively did some tests with a friend to intentionally try and break it to see if TP targets could work for both monitor and terminal

vital steeple
burnt moth
#

Ah that would be why

vital steeple
#

the thing is, vanilla has no way of teleporting a specific player without somewhat hacky solutions, but it shouldn't cause different players to teleport on different clients

#

unless by desync you just mean that it's not teleporting the terminal's target

#

I wouldn't consider that desync, but it's not ideal certainly

#

the unfortunate thing is that mod appears not to have been updated in a while, so I'm not sure if TwoRadarMaps support is something that can be done on their end

#

it may be that I'll just have to start transpiling mods to add support, but I figured I'd probably end up doing that and I just did do that for one other mod last night anyway

#

the alternative is me just adding teleport commands to TwoRadarMaps myself, that way I can just give the arbitrary teleport target code first class support, but if needed I could still transpile other mods to make use of my functionality so that you can have the best of both worlds

#

it's something I had been considering support for for a while, but I hadn't looked at the teleport code properly to determine the best way, so I think now may be the time

burnt moth
#

It's not a huge problem really, I doubt anyone would really kick a fuss up about being unable to have 2 people watching 2 other people πŸ˜‚ sometimes when i'm watching someone on terminal i've had someone press the button on the monitor, I get a lot of value out of betterterminal and wouldn't like to bog you down with any sort of requests but if you were to go ahead with something like that I would 100% give you feedback on it, right now I use the commands for lights, launch, doors, TP and ITP, prettymuch everything you can press on the ship in the terminal

vital steeple
#

well not having the main monitor interfere is the entire point of that mod, so if I can make it more usable I will lol

gritty grove
#

We seem to be managing to get the same bodycam freeze / cosmetic error issues with the Office interior on a moon as well -- if it's a different interior, or we run no cosmetics, OBC seems fine with it -- but it locks the display if you look at the bodycam screen otherwise

Edit: removing all cosmetics doesn't matter it seems.

vital steeple
#

could you refresh my memory on what happened last time and what it has in common with this instance?

gritty grove
#

Last time it was with ooblterra, upon landing anyone looking at the second monitor with bodycam running there would have their screen freeze and stop updating. Audio / etc. would continue and if they manage to swing their view away from the bodycam monitor, framerate returns to normal full FPS

vital steeple
#

how often does this happen to you?

#

and which moon were you on this last time?

gritty grove
#

Consistently, every moon -- we discovered this because we were trying to test office before a big group session tonight, so he set it to a guaranteed spawn. Maritopia, Vow, March, we had a mix of vanilla and modded moons. They were able to land once successfully, but any further landings in that same session were hosed on OBC

vital steeple
#

ah, so you had to land and take off and then land again to trigger it?

#

that helps

#

could I get a profile code (again?)

gritty grove
#

we're manual install goblins unfortunately, but the core is most current LECore, LLL & AC; working on getting you a log with office present, we just confirmed it doesn't happen if office isn't in the loadout. Obviously there's other people running office relatively 'fine' so it's hard to say what the magic combination is. I know that HDLethalCompany was also proving to be a wildcard for some moons and interiors on latest LLL because of a clash over fog rendering, so LC is a fun smorgasbord of quirky interactions.

#

HDLethalCompany alters DXI/Reg and plays around with FSE.

vital steeple
#

I doubt it's related to HDLethalCompany though

#

if you have a log, I could tell you for sure whether it's related to the usual culprit (cosmetics collection)

gritty grove
#

getting one now, I'm at work a buddy is testing with office again

vital steeple
#

oh, does it happen solo as well?

#

if you're able to narrow it down to a particular cause, whether it be a particular mod conflict or specific steps to reproduce the issue, that would make things a breeze for me to fix probably

#

usually the biggest problem for bug fixing is getting a consistent repro

gritty grove
#

both times have been solo yeah

#

I also know that when we were getting something similar but managed to switch cameras to someone who had been devoured by a mimic door it was instantly fine, presumably since their model was gone for the camera's concern.

#

*in multi

vital steeple
#

yeah, switching the camera should fix it always, unless I've overlooked something

#

not just because someone's ragdoll has been deleted, but because it re-collects all the models for the relevant players so there should no longer be any dead references

winter raven
vital steeple
#

the goal here isn't so much to take it over as it is to add that tp command functionality and then patch it into other mods that add any extra commands other than that

winter raven
#

I may have called it the wrong name, but I also use the mod they use, but with touch screen, the terminal is usually left to specific advanced users who prefer it

#

Makes sense

vital steeple
#

gonna work on that in a moment actually, I have a few bugs that have been reported today but can't reproduce any of them sad

winter raven
#

The best type of bugs

gritty grove
#

Really not sure what trips it for the interiors, but after sidelining LC_Office we were not able to reproduce the issue again at all after consistently producing it with it present

winter raven
#

Isn't LC_Office just a buggy mess in general?

#

I mean that in a nice way

vital steeple
#

I can try out LC_Office to see if that's the issue, but that would be a very strange mod to have a conflict with

#

when you say it's consistent with LC_Office, do you mean that it happens 100% of the time if you land, take off, then land again while you have LC_Office guaranteed?

gritty grove
#

it does, we reinstalled it to make sure, but didn't see anything notable in the log

#

yes

vital steeple
#

okay hmm

#

I'll see if I can get that later

gritty grove
#

if LC_Office is present with our install, you can land and take off the first time fine, but future landings are scuffed whether vanilla or modded moons.

#

Most recent LECore, LLL & LC_Office + most recent OBC

vital steeple
#

does the screen freeze as soon as the interior generates upon trying to land the second time?

#

(if you're facing the bodycam)

celest horizon
#

The generation is cool, but something is missing

#

Refusal of the API, because many say that it gives a load...

vital steeple
#

Just put out an update for TwoRadarMaps that adds a command to activate the teleporter on whatever target is monitored in the terminal, if anyone is interested

#

it's disabled by default though, to avoid conflicts with any existing terminal mods (I'm sure it's very common to have a tp command in those mods)

#

also, small bugfix update for OpenBodyCams in case any of you notice a tiny error that happens when exiting to the menu and then starting a game

manic cosmos
#

I noticed it
πŸ‘€ this is why I'm here lol
Guess you fixed it :)

keen tulip
vital steeple
#

yeah, I believe it was harmless, but I may be wrong

#

essentially it was failing to delete the view bodycam command from the previous game because it didn't exist any longer, which would cause the command not to be created again and so the command would just not function (most likely)

winter raven
vital steeple
#

depends on what the command keyword is for the other mod

winter raven
#

Fair
Most of the time it's just TP

#

Oh but you know what
Some mods let you disable commands
If that's the case, disable it in the mod if applicable and then just use your mods command :bigbrain:

vital steeple
#

yeah, that should do it

#

feel free to point me to mods that do stuff like that though, I can make patches for them too

#

since I don't add an inverse teleport command for example, idk if other mods would lump those together in the config

winter raven
#

Ah heck
It seems with BetterTerminal by ZG, there is no real "config"
As per the description, you can't enable and disable as you choose, all just enabled by default?
I'm not at my PC to look at the config, but I may have to look at a different mod if it isn't configurable

#

Although, I may have an alternative I can try

keen tulip
vital steeple
#

glad to hear it!

vital steeple
#

it does mention the switch command in the description, though, makes me wonder if it overrides the vanilla command, that might break TwoRadarMaps

#

I'll look into it a lil bit rn

#

ah, yeah, the switch shorthands look like they are hardcoded to use the main map

#

fixable but a little frustrating

#

to be fair though, it does also allow player selection which probably couldn't just call into a vanilla terminal function

winter raven
#

Ah I see

#

But so does GI with switch
I will probably disable it so GI overrides
I presume GI may do the same

vital steeple
#

does it override it or just add the shortcut keys?

#

I forget, it's been a bit since I looked at compat for GI

vital steeple
#

@gritty grove not sure if I'm able to reproduce the issue that occurs in OpenBodyCams with LC_Office guaranteed, but I feel like there must be something up with the level transition, so I'm wondering if a full log might shed some light

#

the odd thing is though, during my testing just now, I had all my items disappear from my inventory, leaving just the icons until I picked something up, and I couldn't find any errors other than the usual PlaceLung.LateUpdate() ones, which shouldn't be able to cause something like that

#

although... I wonder if maybe there's a prefix returning false causing something in my mod not to run... nope

#

also, upon landing on LCOffice for a second time, every time, the elevator was at the bottom instead of the top

#

I don't have any cosmetics or equipment on my profile currently, so maybe that's why I'm not encountering the OBC error spam

#

a full log of the issue as well as perhaps a video from the start of the save would maybe help me figure out exactly what I need to reproduce the issue

#

since the logs will contain the mod list as well as any errors that may occur before OBC breaks

winter raven
#

It's able to be toggled as well, but I don't know anything past this

vital steeple
#

oh yeah, that's just the arrow keys thing

winter raven
#

Did I misunderstand what you meant originally?

vital steeple
#

well, by override I would normally mean modifying the existing switch command

winter raven
#

OH

#

I definitely misunderstood initially then

vital steeple
#

the ExtraTerminalCommands mod made it sound like it might do that, but that's just because the phrasing was a little confusing (to me at least)

winter raven
#

I forgot all about that vanilla option

vital steeple
#

oh lol

winter raven
#

I thought you meant arrow key fast switch initially

vital steeple
#

gotten too entitled to your conveniences huh lmao

winter raven
#

Fr

vital steeple
#

I'm more of a vanilla player so I hadn't considered that might be what you meant

winter raven
#

That's fair, but the question rolls back to, with their shortcut way of typing switch, does that conflict with your mod when teleporting with the config enabled?

dense dune
#

@vital steeple any chance for a fix of not being able to see yourself on the internal ship cam? for whatever reason if I add ModelReplacementAPI it fixes it but otherwise I was told the cause of that happening was this mod by someone ☠️

vital steeple
#

internal cam works for me with my testing profile...

dense dune
#

Weird

vital steeple
#

I could ship a fix with this mod, but it feels kinda out of scope

#

not sure if ModelReplacementAPI is the root problem here, but someone that's actually causing the issue should fix it lol

dense dune
#

I doubt that's the issue XD

winter raven
vital steeple
#

you doubt ModelReplacementAPI is the issue?

winter raven
#

so worst case, I could disable that function

vital steeple
#

why?

winter raven
#

I'll let you guys carry on, I'll be back later

dense dune
#

Cus when it's installed you can see yourself fine, it's when I don't have it added that I can't

vital steeple
dense dune
#

So it seems like it fixes whatever is breaking it

vital steeple
#

oh

winter raven
#

Yeah
I know you're good at what you do so I'm not worried

#

🫑

vital steeple
#

oh right, I got confused, I was misremembering what people said about ModelReplacementAPI

#

someone's gotta narrow down the problematic mod

#

and it shouldn't be OpenBodyCams, I return every model to its original layer after I'm done with it

#

it could be a bad sign if that's not working, but I doubt it, I haven't noticed anything odd on my end

dense dune
#

Weird XD

#

it's probably some small mod that makes 0 sense to break it

#

Gotta love situations like that

#

Cus all I see if my floating id card or whatever when I look at myself on the internal cam XD

#

But I see others just fine

vital steeple
#

with regard to the screen freezing issue that this mod has plagued this mod, I'm just going to try the brute force approach to prevent it from continuing to happen, and we'll have to see how much that affects performance

vital steeple
#

I would be interested if it is actually resolved by disabling OpenBodyCams, but I doubt it

#

should be easy enough, as far as I know that issue happens 100% of the time for those that have it

dense dune
#

Yeah disabling it did nothing so not your mod πŸ‘

#

I wish bepin would push out an error to tell me what causes it

#

Lol

vital steeple
#

well, it's not an error, it's just some mod doing something that it shouldn't do

dense dune
#

Yeah it's just a matter of isolating it

vital steeple
#

I forget if anyone did, I remember there was a lot of discussion about it in the GI thread a while back

dense dune
#

That's pretty funny tbh

vital steeple
#

ah right, TooManyEmotes

#

honestly from my experience that mod is incredibly buggy

#

not sure why

#

but this really should be an easy fix, they must be messing with layers in a weird way

dense dune
#

What kind of bugs did you get with it?

vital steeple
#

people naruto running or swimming through the air while not emoting

dense dune
#

LOL

#

I've not had that but that sounds funny as hell

vital steeple
#

probably a conflict with an existing mod though

dense dune
#

Yeah probs

#

My guess would be MoreEmotes or BetterEmotes since they have animator conflicts if you use one of those

vital steeple
#

yeah

#

I forget if there were other issues with it too

#

the biggest issue is that I prefer the more scuffed emotes and my friends like TooManyEmotes lol

#

I wouldn't be surprised if the older emote mods do things in a way that makes it difficult to make compat work

dense dune
#

Yeah I feel it, I hope BetterEmotes manages to resolve the animator conflicts I know they're trying

vital steeple
#

Just pushed an update:

Version 1.2.2

  • Added two options to allow collection of useful debug information if error spam is encountered, information which should point directly to the problematic mod. More information is available in the readme.
  • Prevented cosmetics from being collected from other mods if they have been destroyed. Not sure if this has been hit in the wild, but this may prevent some error spam.
    This update should prove extremely useful for squashing whatever error spam bugs are left. @gritty grove if you're willing to be a guinea pig, this should help me to figure out what's going on with LC_Office for you
#

the more information from the readme:

Debugging

If error spam or screen freezes are encountered, please reproduce the issue with ReferencedObjectDestructionDetectionEnabled enabled in the [Debug] section of the config, then provide the game logs in a new issue on GitHub. These will provide valuable information to narrow down the cause of the problem. After the issue occurs, BruteForcePreventFreezes can be used to resume normal gameplay.

  • BruteForcePreventFreezes: Prevents the error spam by checking every frame whether any cosmetics on viewed players have been destroyed and updating the list if so. This can be used as a stopgap measure to prevent screen freezes if a mod conflict is unavoidable.
  • ReferencedObjectDestructionDetectionEnabled: Prints a message and stack trace whenever an object is destroyed while a body cam is referencing it. This should point directly to any problematic mods causing issues.
#

as usual, both options can be switched in-game with no issues (as far as I know), so if you encounter error spam in a run, you can use LethalConfig or similar to enable BruteForcePreventFreezes to stop it in its tracks

tender moth
#

Just had this happen after updating. How do I use your tools to give you the information you need?

#

This happened when loading an existing save.

#

A new save was fine.

burnt moth
#

@vital steeple Facing a weird issue with Mirage that I think you may be able to shine some (if any) light on, there is an option in Mirage to become a masked on death and I know openbodycams has a prevention of masked bodycams due to freezes but I remember seeing my friend's bodycam as he was converted to a masked with that death setting, this appears to cause a tp target issue that we're trying to get to the bottom of, any ideas? πŸ€”

#1200695291972685926 message

vital steeple
#

I don't currently modify any of the fields that affect the tp target (that I remember), so I think this may just be a mirage issue if there aren't any relevant errors that might have prevented the redirect from being cleared

#

I can take a look at the logs in a bit though, maybe I'll see something

vital steeple
# tender moth

judging by the fact that it's got an error from another mod there, I'm guessing that there's an initial error that started everything going wrong, do you have the log file containing everything from loading that save?

#

we can see if that sheds any light, and if not we can use the new options I described above

#

also, what mods do you have for cosmetics?

#

ModelReplacementAPI?

burnt moth
vital steeple
#

that's good if it did really

#

vanilla has a bug where it doesn't ever set the redirect target when a player gets attacked by a masked

#

I think that Mhz.disableunitylogs may have deleted any evidence from your logs that the teleporter was ever used, I'm not sure where to find the relevant part of the logs

#

normally it would print messages saying why the teleport was canceled but there's nothing there because of that mod

#

it may have also eaten any exceptions that occurred when the teleport failed

#

if you can reproduce the issue with proper logs we might be able to tell you what happened (unless the Mirage author has some hunches)

#

also worth noting that the teleporter tries to teleport whatever target is selected on the screen, so if you move around and the camera isn't moving with you, then something odd is going on with the target list

#

I can't tell if that was happening in the recording, though

knotty pelican
vital steeple
#

perhaps

#

that really depends on the mods, I've never had issues with it despite switching out mods constantly

knotty pelican
#

unless it can be reproduced on clean saves or in a more direct way, it's something I'd advise caution against wasting too much time investigating, for better or worse

#

I used to get those types of errors when I tested continuing saves for a bit

#

and it happens with alarming frequency

vital steeple
#

hmm, I see

#

there's probably just a few mods that cause it but perhaps they're common ones

knotty pelican
#

may be something on your end, but just a heads up since there's a strong liklihood it's just vanilla behavior when too much has changed

#

"too much has changed" being... a nebulous thing, unfortunately

vital steeple
#

I think here it may relate to a suit that someone has equipped, so I am interested to see logs regardless

#

if I had to guess, it's not an issue with my mod, but I'd like to be sure

#

all this cosmetic stuff is hard to track down though, and probably will continue to be even with the new debugging features

burnt moth
burnt moth
#

@vital steeple Sorry to ping and bother mate, this issue has nothing to do with OBC, just ran some tests for barch

vital steeple
#

ah nice, thanks for letting me know

vital steeple
#

just found out there's an experimental Unity API that allows running pathfinding queries off the main thread, time to go down the PathfindingLagFix rabbit hole again

#

might be able to completely negate the framerate hit of AI pathfinding spam

tender moth
#

Looks like it is present in the log.

#

I am not concerned with using this save. I am only currious if there is something here that will help with mod bug finding/development.

dense dune
#

No wonder my screen would randomly flash green at times last night when someone swapped to viewing me on the terminal, that was annoying me and I was wondering what mod was causing it XD

#

That's a permanent disable feature for me

#

Eesh

lyric escarp
#

that would be a bug, surely? it's only supposed to show on the terminal, like the vanilla radar's green flash when switching player

dense dune
#

I think it was a conflict with some mod at the time though idk which

#

Might have been LCUltrawide cus I swapped to it recently due to it having less issues than HDLethalCompany

lyric escarp
#

I doubt that'll be it - my crew uses LCUltrawide and this hasn't happened to us

dense dune
#

Odd

lyric escarp
#

hope you don't have to go as far as bisecting your pack to figure it out 🫠

dense dune
#

It stopped interestingly enough after I did an Emergency mod pack update and removed LCSoundTool/Customsounds and setting HideGameManagerObject back to false

silent depot
#

Would you ever add a config so that only radarboosters act as cameras

vital steeple
dense dune
#

Okay so it's not just an issue on my end then good

vital steeple
#

I'm wondering if there's brief errors happening while rendering the body cam which cause it not to restore the green rectangle to be hidden, but I don't have any logs with unity logs enabled yet

dense dune
#

Yeah it felt like it happened whenever someone was viewing my own camera

vital steeple
#

might be good to read through this and see if you have anything in common with anyone, I could use any help finding the issue

#

and yeah, that's the time you're most likely to see it since it is always in front of your camera then

dense dune
#

I have CullFactory now but didn't at the time of the bug happening can confirm it isn't caused by that

#

I'll see what else could maybe conflict

vital steeple
#

gotcha

#

good to know it's not that, it was a plausible issue

#

it's unfortunate that so many people have Unity logs disabled though, it seems to be becoming more of a problem over time for some reason

#

I'm gonna have to write a whole readme section about getting information about an issue to make sure I don't have to repeat myself every time

dense dune
#

Yeah I don't have any other of the same mods that MasterEvilAce stated they had

vital steeple
#

tbf, logging is slow, but ideally with the right combination of fix/performance mods it shouldn't be an issue

#

gotcha

#

their mod list is massive though, but the most interesting ones are the change before encountering it

#

unless it regressed in an update

dense dune
#

Possible

vital steeple
#

I might push out an update and see if people still encounter it, though, I did notice a bit of a change in the ordering of camera setup and tear-down after changing how it handles it to be a little more efficient

vital steeple
#

next update will fix that, though the body cams will be disabled on saves that don't load correctly like that

#

assuming that nothing else explodes, it should then be possible to quit out to save the file again and reload it

tender moth
#

Awesome. Glad to help. πŸ™‚

knotty pelican
#

getting an OBC bug in 1.2.3+ (falling back to 1.2.2 fixes it)... after turning off monitor, cams never come back on

#

log doesn't throw any errors

fallen leaf
#

One message removed from a suspended account.

steel saddle
#

yep it happened

#

doesnt matter when in orbit or landed

prisma creek
#

is it changing to off when the person in the cams is in the ship mode?

#

try that with 2 people

vital steeple
#

ahh, probably an oversight in my rework of the screen on/off code, hold on

#

I think I see the issue, thanks for narrowing it down to a specific version

#

fix is going out now in 1.2.6

meager shore
#

Just a heads up @vital steeple, I didn't test this in depth, but I encountered a weird bug last night when playing with my friends. I'll try to recall what happened:

  1. I was waiting in the lobby and my friend joined
  2. He switched off the monitors (using better monitors from General Improvements)
  3. When I turned them back on, we got an error in the log, and the body cam was no longer displayed on the monitor (it showed the external cam instead)

This seemed to have caused other errors too, like both of my friends had to rejoin shortly after because they were frozen. And even recreating the lobby didn't fix the cam not showing up.

Just tested real quick and I can't reproduce the exception, but the cam DOES still disappear if you toggle off and on the monitors.

robust talon
meager shore
#

Oh nice! It would help to read up a bit lol. Disregard

vital steeple
#

hmm, I don't think the fix above should've prevented whatever error you had there, but that error is usually preceded by something else

#

it usually indicates that the body cam failed to update cosmetics when they were changed

#

if you have full logs from that session by any chance that would help a lot

astral gorge
#

@vital steeple been having problems with people connecting mid game and seeing the green bar across others faces and their own. We are using a log neuterer so I don't know how useful this is. Also, some people seeing the green bar permanently on the body cam screen.

#

This one there was a permanent bar across my friends (non host) face the whole time. He could see it. I could not

#

It happened alot, mid game. A disconnect and reconnect would fix it.

vital steeple
#

I'm beginning to suspect that this issue isn't even caused by an error though, but it's also possible that log neuterer is deleting errors that would have otherwise shown up

#

do you have a profile code I could use to try to reproduce this?

vital steeple
#

oddly enough, there's a stack trace from Advanced Company that I would expect would have to be preceded by a much worse error judging by what the function the error occurred in does: scratch that, I think the operations in that function are just out of order, probably not related

[Error  : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
AdvancedCompany.Objects.TacticalHelmet.Equipped (AdvancedCompany.Game.Player player) (at G:/Unity/AdvancedCompany/UpgradeCompany/Objects/TacticalHelmet.cs:249)
AdvancedCompany.Game.Player.UpdateInstance () (at G:/Unity/AdvancedCompany/UpgradeCompany/Game/Player.cs:691)
AdvancedCompany.Game.Player.Update () (at G:/Unity/AdvancedCompany/UpgradeCompany/Game/Player.cs:454)
AdvancedCompany.Patches.RoundManager.Update (RoundManager __instance) (at G:/Unity/AdvancedCompany/UpgradeCompany/Patches/RoundManager.cs:23)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::Update>(RoundManager)
#

anyway, a profile code so I can attempt to reproduce would help, I don't think I've been able to make many proper attempts on this because I haven't gotten much information on the issue

knotty pelican
#

a friend got the green bar (on monitor) immediately upon load-in to a new lobby when we played last night too, going to try to dig into it later and I'll let you know if I can find repro

vital steeple
#

please do, that would be amazing

#

I assume it didn't appear on their gameplay camera though

#

it's curious that it sometimes happens just on the body cam and sometimes also on the gameplay camera

knotty pelican
#

I scrolled through their vod and their actual player cam seem unaffected, just the body cam

#

it was green-line'd until I turned off the monitor and got the bug I reported this morning

vital steeple
#

perhaps it's two different issues, I've only gotten one video of the green flash on the gameplay camera, but that one showed it for a single frame

#

either way though, worth looking into

knotty pelican
#

outside of a major mod incompatibility (definitely possible), I feel like it might be a weird cosmetic interaction? no idea how, but going to dig in when i have the time

#

will lyk

vital steeple
#

the latest update was supposed to ensure that it doesn't freeze like that

#

if you have unity logging enabled, that would most likely have some error spam if it was cosmetics that got it stuck

knotty pelican
#

I think I may have seen the green flash on my end, actually.... occasionally getting a quick flicker on map load on my end that I couldn't pin down

#

will add that to the list to look into

vital steeple
#

yeah, I'm really suspicious that that happening is unrelated to errors and might be a bug in how the camera callbacks work in Unity

#

would be very frustrating if so, but it might be dependent on the camera angle, since sometimes the error spam doesn't freeze the screen until I look a certain direction, which makes me think that the camera ordering is view-dependent

#

perhaps I should try creating a bug that just makes the green flash stay visible always so I can see if it ever appears on my screen

knotty pelican
#

has anyone reported seeing it on host? or only on connected clients

vital steeple
#

I believe it has happened for hosts, but I'm not absolutely sure

manic cosmos
#

Hey that green bar
I remember it well
From the time I reported the leaving the rad behind.

vital steeple
#

yeah, that was probably before I made it so that it hides the camera output when it has an invalid target

manic cosmos
#

iirc it was after 1.0.24
When I first saw the green bar. Would the changes then have anything to do with the current issue?

vital steeple
#

I think what would've caused it is my changes to allow multiple body cams

#

because I switched from using a layer for the transition animation to setting visibility the same way I do for the player models

dense dune
#

Yeah I hope the green flashing bar can be fixed too

#

I find it annoying

vital steeple
#

I would too

#

with the latest version it should hopefully at least remain invisible if the option is turned off, so let me know if that's not working

steel saddle
#

tis all green for me from the start dunno why

vital steeple
#

did you change anything before that started happening?

#

was it just an OpenBodyCams update?

steel saddle
#

yea its the latest version

#

actually lemme try delete the old config

vital steeple
#

were you loading an existing save?

steel saddle
#

i did

#

also same thing on new save

vital steeple
#

hmm

#

could you send the log on the new save?

steel saddle
#

oh hi i deleted config and its fine again

#

what is happening i didnt touch the config last time

vital steeple
#

ahh you should've kept a copy of it

#

couldn't tell you, unless you had the transition animation disabled

steel saddle
#

ill keep that in mind if it happened again πŸ‘

limpid creek
#

sorry if this has been asked before, but it's hard to search specific topics - any odds the PiP bodycam resolution could be separated from its size somehow? idk how the monitor renders so no idea how feasible this is, but I'd love a 120x or even 100x bodycam without having to try and figure out what I'm looking at in only 100x resolution lel

vital steeple
#

on the body cam monitor, could you see peoples' perspectives still?

#

right, I figured that was probably the reason

#

it appearing on the monitor would be normal, but it's supposed to disable that when rendering all other cameras

#

I still have no idea what could go wrong there unless Unity is messing up

#

yeah, could help

#

I'm thinking it may not have anything in it if the body cams were rendering when they were supposed to, though

#

hopefully I'm wrong

vital steeple
#

like this in-game:

fervent monolith
#

hey zaggy :) just curious, do body cams still create the performance issue where itll generate a second copy of the ship interior?

vital steeple
#

uhh they never did

#

I think what you're referring to is the fact that it can render the ship interior twice, which isn't something you can just not do

#

if you're having issues with fps in the ship, I'd recommend the setting that disables the body cam when its target is on the ship

lament raft
#

I'd say everyone should enable that. Not much to gain from cam working while the target is in the ship. But I get why it's false by default. Some people would've thought the mod is broken if it wasn't.

vital steeple
#

yeah

#

I like to have it on, but I'm biased, obviously I like seeing my work lol

steel saddle
tender moth
#

Had an interesting error in our game right now. Looks like when a player joined some or most of the players would have their screen freeze, they could still hear audio and the other players saw them moving in game. Host was unaffected.

burnt moth
#

Oh I had that when I started my session once, wasn't sure of the cause

tender moth
#

Turned off "UseTargetTransitionAnimation" and so far so good.

Still looks like it has some bugs to work out.

#

Seems to be players that were emoting TooManyEmotes had the problem while others did not.

#

Turned off open body cams.

manic cosmos
#

Can you post profile code
And logs?

vital steeple
astral gorge
#

However, its really only people connecting that have the problems

#

It usually happens after they revive

tender moth
#

Should be easy to reproduce.

#

018dcdd3-0189-f0fd-89b4-9db48ffad9a5

#

Open body cams is currently off in the modlist. You just need to turn it on. We had 5 players on a fresh save. Everytime we had three or more people someone froze and had to restart.

#

Host was unaffected.

astral gorge
#

We also had 4+ people

#

I think it happens more when you have more people

severe harbor
#

Is this error something to do with this mod?
[Error : Unity Log] No more space in the 2D Cookie Texture Atlas. To solve this issue, increase the resolution of the cookie atlas in the HDRP settings.

limpid creek
#

Don't suppose there are any plans to support OpenMonitors in addition to GeneralImprovements?

halcyon bear
limpid creek
#

oh that's sick - the config file only calls out GeneralImprovements

#

oh to be clear I mean in terms of having the bodycam display on one of the smaller monitors

#

not just the ability to use both at once independently

#

unsure if that was communicated

halcyon bear
limpid creek
#

GI is too wide-ranging for me to want to install it but the idea of being able to put the bodycams somewhere else is cool

halcyon bear
#

I personally really like GI because I was able to replace like 5 mods with it

#

Plus I really like the functionality of all the monitors

burnt moth
#

I just wish it didn't touch teleporters, I liked my setup with Betterteleporters

vital steeple
vital steeple
vital steeple
astral gorge
#

Joined in orbit and saw it immediately, but that was my impression. I just told them to disconnect and reconnect and it was fine for a few round until someone died, respawned, and it happened again.

vital steeple
#

did it ever happen to anyone immediately upon joining a fresh lobby? I assume not

astral gorge
#

A fresh lobby, I don't think so.

#

It mostly happened mid game

vital steeple
#

all right, thanks

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I'm really hoping I can reproduce it here, your profile is very small so narrowing down the cause may be easier here if I can get it to happen

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I really want to squash this bug once and for all

astral gorge
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yeah we try to get rid of most of the troublesome mods. This one is the only one that is causing any issues

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Well, some of the mods had issues in the past but they were patched up pretty quick

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If I had to guess, I would assume it has something to do with Advanced company cosmetics and respawning causing issues where it gets stuck

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Since it seems like you use a head attachment or animation. Just a random guess

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It's just weird that it happens even after we disabled the screen flicker through the .cfg

vital steeple
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and that was on the current latest version too right? that does surprise me too

astral gorge
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yeah, it happened with the code i sent ya

burnt moth
vital steeple
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I got it to happen hypers

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it only happens with the option to disable the camera when its target is on the ship, which I probably should have realized sooner, since I think every image or video I've been sent has been on the ship

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other than that, though, I'm not sure exactly what's going on, I think it's messing up the order in which it does the following operations (which should be in this order):

  1. LateUpdate() detects that the player target is on the ship, disables the camera
  2. body cam is set up to cull objects based on perspective
  3. body cam is rendered, or at least data is prepared and pushed to the GPU
  4. body cam rendering ends or another camera renders, body cam setup is torn down
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if I knew exactly which version this began happening in, it might tell me more though

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my working theory is that it was with 1.2.2

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I guess this is my curse for having so much customizability in the mod, way too many options to test lol

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it looks like it also may be that option in combination with watching a dead player? thonk

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this is a quirky little bug

burnt moth
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Oh I ment to mention that, I dragged a body into the ship and the camera still showed on it but I've got the option to disable it in the ship enabled

Also the radar booster turned on shows the camera regardless πŸ˜… I like having one in the ship with EnhancedRadarBooster to view the surrounding area a bit better

vital steeple
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bodies rendering on the bodycam while they're on the ship is normal

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I'd have to check if I have a flag I can use to determine if the body is on the ship, but I haven't done that yet

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also I hadn't considered EnhancedRadarBooster with that, maybe I should make that work

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that's a fair use case, I didn't really think there was a reason to implement that yet

astral gorge
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I

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I'm fine with that over a minimal performance boost

vital steeple
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yeah, it should from what I understand

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let me try and confirm just in case

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yeah, as far as I can tell that fixes it

gilded monolith
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does this add cameras to radar boosters like rick args?

vital steeple
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oh, does rickargs do that? I thought it didn't have it originally