#Open Body Cams
1 messages · Page 7 of 1
that does sound a lil funky
Hello, I am a Korea player :)
Please understand even if my English is not good.
First of all, thank you for developing a good mode.
Currently, the corresponding crash error appears in version 2.4.1 / 2.4.2 and does not enter in-game.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCKorean.Patches.InteractTriggerPatch.Start_Prefix (System.String& ___hoverTip, System.String& ___disabledHoverTip, System.String& ___holdTip) (at <72ad52db52c740c7bc5bd5e08a7489f9>:IL_00D2)
(wrapper dynamic-method) InteractTrigger.DMD<InteractTrigger::Start>(InteractTrigger)
[Error :OpenBodyCams] Attempted to create a body cam before static initialization has been completed.
[Error :OpenBodyCams] This may occur if the save is corrupted, or if a mod caused an error during the start of the game.
[Error : HarmonyX] Error while running static void OpenBodyCams.Patches.PatchPlayerControllerB::ConnectClientToPlayerObjectFinalizer(). Error: System.NullReferenceException: Object reference not set to an instance of an object
at OpenBodyCams.BodyCamComponent.UpdateSettings () [0x0004d] in <0e93e97961f449acba07fde287a4b27f>:IL_004D
at OpenBodyCams.BodyCamComponent.set_Resolution (UnityEngine.Vector2Int value) [0x00007] in <0e93e97961f449acba07fde287a4b27f>:IL_0007
at OpenBodyCams.ShipObjects.UpdateMainBodyCamSettings () [0x00030] in <0e93e97961f449acba07fde287a4b27f>:IL_0030
at OpenBodyCams.ShipObjects.InitializeBodyCam () [0x001e3] in <0e93e97961f449acba07fde287a4b27f>:IL_01E3
at OpenBodyCams.ShipObjects.LateInitialization () [0x00073] in <0e93e97961f449acba07fde287a4b27f>:IL_0073
at OpenBodyCams.Patches.PatchPlayerControllerB.ConnectClientToPlayerObjectFinalizer () [0x00000] in <0e93e97961f449acba07fde287a4b27f>:IL_0000
at (wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
OpenBodyCams.BodyCamComponent.UpdateSettings () (at <0e93e97961f449acba07fde287a4b27f>:IL_004D)
OpenBodyCams.BodyCamComponent.set_Resolution (UnityEngine.Vector2Int value) (at <0e93e97961f449acba07fde287a4b27f>:IL_0007)
OpenBodyCams.ShipObjects.UpdateMainBodyCamSettings () (at <0e93e97961f449acba07fde287a4b27f>:IL_0030)
OpenBodyCams.ShipObjects.InitializeBodyCam () (at <0e93e97961f449acba07fde287a4b27f>:IL_01E3)
OpenBodyCams.ShipObjects.LateInitialization () (at <0e93e97961f449acba07fde287a4b27f>:IL_0073)
OpenBodyCams.Patches.PatchPlayerControllerB.ConnectClientToPlayerObjectFinalizer () (at <0e93e97961f449acba07fde287a4b27f>:IL_0000)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Update>(GameNetcodeStuff.PlayerControllerB)
I hope this error helps
not sure if this is intended and/or already known about
but it seems like the DisplayOriginalScreenWhenDisabled setting is not working for me
this profile is using generalimprovements, better monitors enabled but not the extra 5 monitors
i tested it in solo with radar boosters
there's probably another error in the log before that if you can get me that, and a profile code might also be helpful if that doesn't make it clear what's happening
interesting, I could've sworn it was working for me yesterday, I shall check
just in case, could you provide a profile code for repro?
when im back at my computer i can try to get a minimal replicable profile for you
yeah, it appears to function for me locally, so I'm guessing another OpenBodyCams option (or possibly a GeneralImprovements one) is interacting poorly
do you have SwapInternalAndExternalShipCameras and DisableCameraOnSmallMonitor enabled?
hm, doesn't even appear that that causes any issues for me
neither of those enabled, no
for a while the mod wasnt working at all
but i enabled UseBetterMonitors and now it does
I thought you had that on when it wasn't working?
i do now
before that i got an error about not finding the monitor material
which sounds like it was GI's fault?
now the cameras work, text shows up, etc. but wont fall back to the external camers
it wasn't Failed to find the monitor renderer right? because if it was referring to a material that seems like it probably implies that one of the vanilla camera options was enabled in OpenBodyCams
i don't remember anymore, unfortunately
hopefully this is reproducible with just OpenBodyCams and GeneralImprovements config though
it hasn't been an issue since updating from 2.3.1
and i dont have a log from then either
is the body cam assigned to the right large monitor, and is GI set to display the external cam there?
i thought i read something about how even if you have better monitors disabled, GI still sets a boolean that OBC accesses
and so it would be mistakenly trying to set up for a better monitor renderer that didnt exist
oh, that would make sense then, 2.3.1 had an issue with BetterMonitors
yeah
i don't think that's actually still an issue anymore, just acoustic information
probably not the right word but i forget the right word
im back at my computer so i will make a new profile with just OBC and GI
and copy the configs
and see what happens
that was worked around in 2.3.0 so unfortunately the breakage in 2.3.1 was just an oopsie on my part, I missed that it didn't handle BetterMonitors properly at init
here is a screenshot with just OBC and GI
but now that I think about it
it's not rendering either camera
maybe I'm actually just stupid
and enabling UseBetterMonitors disables the internal/external cam unless you add them manually
I don't have them in my config because they are enabled by default if you have usebettermonitors off
so everything might actually be fine
sighhhh.... yeahhh.....
you're good. sorry for the confusion 🥲
ohh lol yeah
it is very confusing actually
without BetterMonitors, when monitor 7 and 9 are set to None, they display the cameras, but with BetterMonitors, they get blanked
I would argue that without BetterMonitors it should check whether 7 == "InternalCam" and 9 == "ExternalCam"
obviously at this point changing the behavior of "None" for those will break existing configs, though, but migrating them might not be the worst thing
01921484-2633-01a0-2c98-c2bf2013b5a1
this is my profile code
LCKR mods is korean lang patch
Looks like this issue is caused by LCKR unfortunately
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
LCKorean.Patches.TerminalPatch.TranslateUnlockable (TerminalNode terminalNodes) (at <72ad52db52c740c7bc5bd5e08a7489f9>:IL_0001)
LCKorean.Patches.TerminalPatch.Start_Postfix (Terminal __instance, TerminalNodesList& ___terminalNodes, System.Collections.Generic.List`1[TerminalNode]& ___enemyFiles, TMPro.TMP_InputField& ___screenText, System.String& ___currentText) (at <72ad52db52c740c7bc5bd5e08a7489f9>:IL_0057)
(wrapper dynamic-method) Terminal.DMD<Terminal::Start>(Terminal)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<Terminal::Start>?-231050344(Terminal)
LethalLib.Modules.Enemies.Terminal_Start (On.Terminal+orig_Start orig, Terminal self) (at <64fae9f52f324ab2a8065723b0759a64>:IL_0350)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<Terminal::Start>?1588296364(Terminal)
this prevents my initialization code from running at startup
oh thank you
I suppose I can make it run in either injection point to make it more reliable, but it's possible for this to just happen with nothing I can do about it
thx bro
np!
have a good day
@hardy hazel I've pushed out version 2.4.3 which should hopefully bypass this issue by using both the old hook method and the new one
i luv u
btw just wanted to let you know I was able to fix this issue by doing what you said here. Created my own game object with the position I wanted, childed it to the terminal and it doesnt change positions randomly when someone equips a suit (still dont get why that happened lol)
literally just switching SetTargetToTransform(Plugin.instance.Terminal.transform) to SetTargetToTransform(MyObject.transform) lol
I also stopped doing wonky stuff using the player looking at the terminal's position and got this cool new angle now
and since I'm moving everything to openlib i'm hoping to use the same "mirrorcam" for both of my mods that have mirrors lol
yeah the changing the camera position and angle thing is kinda just part of the design, it assumes that the camera should be at 0, 0, 0 with no rotation
glad you got it working!
that camera looks way better too, definitely makes it feel more like an actual camera attached to the terminal
might actually need to use it to test out some ViewPerspective improvements since it gives such a clear third person view
definitely can provide you the code base if you dont wanna wait for me to publish an update 👍
though it should be relatively soon now that the changes I was waiting for in LethalConfig are published
oh yeah, definitely no rush
I've been wirking on a few other things since I pushed these last few updates
friend's config is getting spammed with this error. It's probably a lethal things problem but they aren't active rn so sending it here since both are mentioned.
they didn't have the handheld radar when the errors were happening though.
[Error : Unity Log] NullReferenceException
Stack trace:
OpenBodyCams.Patches.PatchManualCameraRenderer.MeetsCameraEnabledConditionsPostfix (ManualCameraRenderer instance, System.Boolean& result, GameNetcodeStuff.PlayerControllerB player) (at <0fe9bba97d644ebe8fa5385b5bdda655>:IL_0057)
(wrapper dynamic-method) ManualCameraRenderer.DMDManualCameraRenderer::MeetsCameraEnabledConditions(ManualCameraRenderer,GameNetcodeStuff.PlayerControllerB)
(wrapper dynamic-method) ManualCameraRenderer.DMDManualCameraRenderer::Update(ManualCameraRenderer)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.TrampolineManualCameraRenderer::Update?-157230572(ManualCameraRenderer)
LethalThings.MonoBehaviours.HandheldRadar.ManualCameraRenderer_Update (On.ManualCameraRenderer+orig_Update orig, ManualCameraRenderer self) (at O:/github/LethalThings/LethalThings/MonoBehaviours/HandheldRadar.cs:38)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.HookManualCameraRenderer::Update?1760033360(ManualCameraRenderer)
he was also saying his fps was way lower than normal. around 20
yeah, fps being low while that is happening makes sense
this would happen immediately upon loading in? and were you the host and they were the client?
also, LethalThings being mentioned here is just MonoMod patching being silly, it's probably not involved tbh
I feel like there was probably some error that preceded this error, do you have logs?
if not, a profile code may help instead
was not playing at the time.
he was the host. but my other friend (a client) did not have the problem. idk about the error but he says his fps was fine
the fps was bad as soon as he landed
should also note the issue is gone now that I am hosting and we disabled lethal thing. but we can probably turn it back on
this is the profile code he used (I think)
01922bc8-a8c7-2e2b-6203-a16f325d6d4e
I'll have to check this later, but is there any chance that some content was removed and caused it to fail to load the save correctly?
i.e. if something added via LethalLib was removed
they were on a fresh save so I'd imagine not
yeah unfortunately I wasn't able to reproduce with the code, I suppose unsurprisingly
if you happen to have it occur again, make sure to grab full logs so I can see if there's anything happening before that
the error seems like it's caused by the terminal not being found
Could you add an option to increase the font size on the monitor?
if you mean the overlay text, then there is already a scale factor that you can use
1.0 is the same as the size for the moon description

Oh whoops didn't see that config. thanks
yee, no worries
What do you think about this?
Also a config to enable radar booster cams in the ship while players are disabled?
oh, somehow I forgot to reply to that before, sorry
it's certainly possible if a little bit more involved than the current behavior
it would require me to add some sort of collider to the body cam, most likely, and I'm not sure if that might cause issues
if you make a GitHub issue, that'll make it much easier for me to remember to look at it later, I've got a bunch of stuff I'm working on at the moment before I can do that
Zaggy do you happen to have a thread on two radar maps, or can i ask you a question about that here?
feel free to ask here
I did some searching in this server to find some help with radar booster desyncing things for my clients (they teleport dead body 1 and bring dead body 2 inadvertantly without knowing). Saw some posts from you and some others mentioning that TRM solved that issue so I downloaded it for our group session this previous sunday. Unfortunately, my clients still experienced the teleporter desync.
If I can wrangle this group together sometime this week to test it, would logs help here? I'm not sure if anything has changed enough for the teleporter between now and the messages saying that TRM fixed this (most being from earlier this year).
repro steps with a mod profile would be much more likely to help than logs unfortunately
I'm imagining it's not something that happens immediately after buying the radar booster?
only other thing I can think might help is full footage of a game from all perspectives tbh, since that would give me the best chance of finding what I need to do to reproduce it if you're not able to find steps yourself
if you send a profile code I can also just do a bit of a sweep and see if I can get any inconsistency to happen
Sent in a bunch of ideas. Doubt you'll have time to work on them all, but they're there
@vital steeple I believe the issue with GI monitor 14 duplicating screens when set to none sometimes is 100% either a API issue or an OpenBodyCams issue when it's set to display the original display while on the ship, because moving the Body Cam to be on Monitor 13 produced the same bug
So something is buggy with this, but it could be an issue with GI's API
Is it possible for you to limit the framerate and lower the resolution of the Radar Map Cam?
definitely seems likely to be an issue with GI's API, I completely rely on it providing the correct material at startup
I would be curious to know if this appears to be a regression in OpenBodyCams, though, since that would mean there's more that I can do about it
Do you mean the top-down map screen in the ship? I don't provide any functionality for that, no
It would be a little out of scope to make that an option in OpenBodyCams, and perhaps even TwoRadarMaps
I do mean the topdown map :(
gotcha
well, there is actually code in the game to limit its frame rate, but it doesn't actually work in a way that is efficient, so you would likely see only a small change, or a big regression in performance
I posted in Mod Ideas about it. I'm hoping it garners attention
hey, recently, I noticed that the mod started lagging badly for me. It would drop below 100 in orbit and when I landed the ship the fps would drop to 40-60. Do you know which mod could possibly be causing it?
what are your settings? I set my resolution to half
I’ve done some testing, and I think it is this mod. I’m making a modpack and I’m trying to figure out which mods need to be removed to ensure the game runs as best as it can
@raw tusk try disabling the mod and see if your frame rate improves.
I wish I had a clue to what causes the mod to lag the game. I wish I had a worse PC so I can more easily tell which mods are hurting performance
OpenBodyCams is definitely fairly taxing in the ship, but you should be able to achieve performance that is close to or effectively the same as vanilla by adjusting the framerate, at least since I improved that implementation
What fps do you get when you disable the camera via LethalConfig or by uninstalling it? What fps on average when outside the ship?
Wait so turning the framerate down no longer decreases performance like the config said?
My game only lags when I directly look at the monitor
I haven’t been able to test the fps by disabling the mod yet, but when I exit the ship on a planet I get around 120 fps. My fps only drops when I directly look at the monitor and I’ve only noticed the massive frame drops about a week or two ago
My best bet is setting the fps of the cams to 10, setting the resolution to 80, and having the cams on the ship not be displayed at all.
@raw tusk let me know whether my suggestion is helping
I’m gonna try that later too, so basically only use body cams as a terminal command right?
Here’s my config
Hopefully, this sh
I haven't updated OpenBodyCams in quite a while, and definitely not in a way that affects performance that drastically, so I suspect you installed or updated something else that is destroying your performance, but I haven't heard about any regressions on other mods
if you have any way to check over your updates/installs, that would be good
they are, unless new issues have cropped up
it's certainly possible that any mod that does things in the ship could cause issues, so I wouldn't say I'd rule it out
Hmmmm ok lemme look more into it tonight
it did definitely help, but my game was still lagging a lil bit (around 70-85 fps)
yeah, it may be some sort of conflicting mod for me. Maybe a cosmetic mod or something
@vital steeple Here's an issue I found with your mod
wrong video sorry
I found this to be the case when I only had your mod enabled, not when used in tandem with Darmuh'sTerminalStuff
huh, thanks for the report
how did you get it to stay up while you weren't using the terminal without TerminalStuff though?
ah gotcha, I forgot it doesn't reset when you exit the terminal
just pushed out update 2.4.4 to fix that
awesome!
@vital steeple The new update for OpenBodyCams broke compat with a ton of mods
I had to roll it back
Yeah it exploded everything 
toomanysuits was the only one i noticed that got broken but yea
i didn't test for much else once i saw tms was acting weird
interesting that this error didn't pop up before actually
General improvements also broken on me
in a different way, though, so it's possible it was just never noticed
this is the curse of having added so many config options 
pushed 2.4.5 to fix the issue
thanks for letting me know!
@vital steeple At some point, would you mind looking into https://discord.com/channels/1168655651455639582/1297221989685137498
the pic-in-pic feature doesn't work for te cruiser terminal
I was curious if that might have issues with OpenBodyCams or TwoRadarMaps
should be an interesting one, making duplicate terminals is definitely risky business unfortunately
I guess what you meant was that the PiP doesn't update after it displays it initially?
It just doesn't show up for me. I'm assuming you tested it yourself?
I did, it does show
it's possible it works when the hooks run in a certain order, so I could try adding a patch priority to make sure I patch before they do, but I'd have to check if that matters
I'm unsure yet how to fix the issue of it not updating, it really depends on how they have the secondary terminal set up
gotcha
@vital steeple Since you don't have a thread for PathfindingLagFix any chance you can potentially include some lag fixes for the Kidnapper Fox? I've noticed he causes lag for me as the host when grabbing players and sometimes when he's pathing around there is some lag as well on some moons such as Bozoros
I could probably have a look at it at some point to see if it's within scope, but I've got a lot of stuff to do with a bunch of other mods so probalby not for a while
anybody else having the issue where if you do PiP with view bodycam then turn off the bodycam for any reason (including leaving lobby and rejoining) you can't see the PiP anymore until you relaunch?
lemme see if I can repro that
by turning off the bodycam, do you mean turning off the PiP overlay in the terminal?
oh yea, I get that too 
ah, I might've fixed this locally, actually
it seems like it may be caused by me not unregistering my terminal commands properly
I've been experiencing the Body Cam freezing randomly. It fixes once we go into orbit but then shortly after landing it freezes up again.
hm, could you provide logs?
No logs as it happened during stream D:
uh oh
did you relaunch the game? you should be able to grab them from your profile
damn, hard to say what the issue could've been then
I'll try to reproduce if I have time today.
you mean freezing the whole game screen right?
But I updated Body Cams to newest version and it started happening.
It freezes it's monitor.
And switching players doesn't change it. The map will swap.
I'm wondering if maybe Cruiser Terminal might be the culprit actually?
interesting thought, it wouldn't really surprise me to be honest
I have to fiddle with a lot of things to get cameras to disable when they need to, so it may be a bit finicky with a mod doing something like that
I'll have to rock a quick test later.
sounds good, thanks
Watching the vod to see what was up and I see you're using the big ship also, I think I saw some mention of issues with detecting when players enter the ship with that
it's odd that the map was working at the same time, but I wonder if something could be making it disregard the isInHangarShipRoom flag
That issue would be resolved when entering the ship again. Which is why I kept going back and forth.
Is there a way to make the body cam realistic with that I mean see EXACTLY what the person sees
I think it might be the cruiser terminal. If you look you can see the main monitor is also bugged and doesn't display the proper moon and will always display who it's set too and overlap.
I say this now and realize the above issue persisted after disabling Open Body Cams.
I will definitely run some tests
Yes.
When i get home later I can share my configs cause I have mine set to be pretty clear viewing 😉
Tyyyyy
Without being at my pc right now I don't want to tell you the wrong configs D:
gotcha, good to know
Yeah it just dawned on me that the other issue kept happening after but it was manageable and minor
interesting, I wonder if it's forcing the map to render all the time then
that's not the best way to handle that
@modern cedar
Not 100% but your terminal might be causing some conflicts. Will test more when I'm home.
Yeah last night I didn't make very many changes. I had to revert lgu back to an old version, I updated yours, removed some scrap packs, updated dice (should not be the cause at all) added cruiser terminal. Added 3 floor to ship
I never realized how dependent we were of your open body cams btw D: so many bad teleports happened 😆
I see I see
I should give the extra floors a test to see if I notice anything suspicious, but it's tricky to tell
oh no lol
Oki nppp
The floors should be good. When the out of bounds triggers it happens to all monitors not just yours so I can confirm Melanie got the triggers good. This was an issue we had in the past and she got it figured out.
I always check when she adds new parts to the ship.
Yeah sorry many people teleported because they were assumed to be dead 😆
yeah, I also would've expected that to affect the map, so you're probably right
🤔
working map because of me, cruiser terminal changes value and map is always rendered
oh
well I know now why people have been mentioning performance issues I think lol
you definitely shouldn't be blanket enabling the camera renderers
hard to say what the best way to do this is though tbh
yes, it would be worth limiting this at least only when using the cruiser terminal 🤔
how does your terminal actually work? does it move the terminal screen onto your cruiser terminal when it's activated?
copies the image from the ship's terminal while activating the ship's terminal
oh, you mean a camera rendering a view of the terminal in the ship?
Thus, the cruiser terminal has access to all ship terminal commands.
or how do you copy the image? idk if there's some special Canvas thing to do that
well, the screen literally consists of just a canvas that everything is parented to, so I just copy it
activating ship terminal -> copy canvas -> allmost all works well
"almost" because it doesn't work with the openbodycam and suitsTerminal command (no camera)
taking a look to see if I think there's an easier way to make it work without specific compatibility
I will say though, I don't think forcing all the vanilla cameras to render should cause the body cam to stop rendering, so I'm not sure what's up with that still
it may be totally unrelated
@modern cedar do you think it's unreasonable to just steal the canvas off the main terminal when your terminal is in use? then all you need to do is spoof isInHangarShipRoom to make the vanilla map render, I think
I do have API to force the body cam to render, but then you have to find the relevant body cam for the terminal, which could be the one on the main monitors, or it could be the one on the terminal when TwoRadarMaps is present
the bonus to using the existing canvas would be that anything that messes with the terminal should work, in theory
you mean not copy it, but literally steal it?
yeah, like re-parent it to your prefab when it is used, then send it back to the ship when not
np! it may not solve all your problems, but I think it should get you closer at least
huh, something really weird is going on with the cloned PiP image you create too, so probably for the best to change that
it seems like somehow the components tracking the PiP's visibility in the terminal were linked between the cruiser and the ship, so deleting one deleted the other, and somehow they were permanently locking the body cam to be unrendered
so @patent scarab that may be the issue you were seeing, if you don't have TwoRadarMaps installed
since I do, I only see it lock up in the terminal, but if you don't, then it probably was also affecting the main monitor in some way
I'll check if I can repro a freeze without TwoRadarMaps, although this is a very strange situation so it might not be entirely reliable
no such luck thus far :(
been having that main monitor freezing issue as well, but i dont use cruiserTerm. only started once i added 2story
nope
issue gets fixed when someone gets teled to ship btw
i initially thought it was diversity breaking when haunted but since been proved wrong
It's worth checking where the leavingship triggers are placed 
when the person that is stuck with the body cams not rendering is teleported? or any player?
usually its crew-wide when the monitor freeze happens, and the clock is still visible when inside ship (we have it set to dim completely)
teleporting anybody back to ship fixes it for that person but the rest of the crew still sees it as broken (unless they also tele)
huh, that's really strange that it breaks for everyone at once
I wonder... maybe there's a trigger that the ship is flying through at some point that sets everyone to outside or something 
not sure why it wouldn't get fixed by leaving the ship and re-entering it though
one thing that's interesting to me is that the exiting trigger seems to be out further than the vanilla one is, so the camera stays on while you're standing against the railing of the balcony
hmm, all triggers responsible for rendering are attached to the ship 🤔
indeed, I think so too, but there's a lot of triggers so I wasn't sure
huh, looks like some of the colliders are positioned for a wider ship perhaps
(without WiderShip installed)
I'm not an expert on the reverb triggers by any means, but this gap looks suspicious to me
I'm apparently considered to be inside the ship over here
this one then
yeah that one is 2, it's meant to be here
still can't seem to get isInHangarShipRoom to stay false while inside the ship though
(in fact it likes to set it to true when I'm just on the balcony lol)
oh never mind
I can jump over the trigger when entering the ship lmao
I'll have to check if that's possible in vanilla
...it is
amazing
Sorry work got crazy but was my issue cause of Cruiser Terminal? Sounds like my issue and Vodkas are slightly different. Ours freezes shortly after landing and isn't related to out of bound triggers. Only fixes when we orbit and I saw you said about the stuff with the map.
still pretty inconclusive from my perspective, mainly since I haven't found any way to repro just yet
vodka also mentioned that it happens to everyone at once, which makes me think it's not related to reverb triggers for them either, unless there is one that everyone is passing through at some point
It started happening when the lobby got together and we had multiple people. Maybe a network bug or something?
I don't think they mentioned how long it takes for it to happen
Yeah it happens to everyone too for us. Did they say if it's just open body cams or everything?
seem doubtful it's anything to do with networking, since the camera culling doesn't rely on anything networked
except for player positions obviously
they only mentioned that it also affected the visibility of their clock, as they have it set up like vanilla where it is hidden in the ship (as I understand their description)
So weird. So it possibly is the same issue. I can say for a fact that it isn't the newest version of Open Body cams because I did revert back a couple updates and it still happened.
also cant bring up map on term, both main monitor and that freeze
have you tried teleporting someone when it freezes like that? @patent scarab
For us the map was not frozen
fixed it for us for whatever reason for just that one person
Yep but still stayed frozen
oh yea glitched do you have TwoRadarMaps?
No i dont
i do
I suspected cruiser terminal to be the culprit. I'll be home soon and will try to test and reproduce before stream.
@runic geyser You didn't have a cruiser terminal at that time, did you?
testing again with Cruiser Terminal and without TwoRadarMaps, but I really think it's not likely anymore
now at least I'm not to blame for this 
yeah still no freeze without TwoRadarMaps
with my guess at what was causing it being enabling the body cam in the cruiser anyway
who knows if it's somehow something else
seems very unlikely to be cruiser though
if anyone gets repro steps I can take a look with a code
Lol rip
oh? what are these birthday hats?
Part of V65
oh I hadn't seen any announcement
They're one of the temporary changes the only permanent one is the furniture luck system
Ye
is it an item?
I believe so yeah
that would make sense then, the other vanilla cosmetics have been part of the suits
it's just an additional object attached to the player's mesh
oh? permanently?
yes
huh
for the duration of this anniversary update
should be easy enough to fix then
to clarify, though, it's not solely the bodycam that people are having issues with
some people have reported the birthday hats covering their actual screen as well
Btw More Suits is overriding the suit being replaced
uh oh
Any suggestions?
but so far everyone reporting this problem has been using mods
so it's not clear if that's a vanilla issue or not
zeekerss said he couldn't replicate it with his friends
so my guess is some mod is causing it
?
More Suits makes the default suit stay Orange
So I'm wondering if there is a workaround
interesting, I'll have to have a look at the implementation to be able to figure out if it could be anything to do with OpenBodyCams
seems unlikely though
im not sure
i kinda don't like the way more suits is implemented so i don't use it
I let 753 know about it
weird that it changes the default suit texture
im not sure why it would need to do so
Idk why the default suit texture is included tbh
ok, correction, i finally decompiled the game and could double check
the birthday hats are a costume attachment
attached to only the default suit
like the bee hat and bunny ears
oh, gotcha
I'll have to check if OpenBodyCams works with it atm in a moment then
just finished a big refactor
Zeeks dropped a hotfix lol so hopefully it works
so the suit is sorta a tan color now and it's supposed to include the hat?
can't see the hat with OpenBodyCams so I guess I gotta fire up another client
Yeah it's supposed to be the og brown color
oh? so the patch fixes that too?
or wait, do you mean og like very very early version
The hotfix is supposed to fix the hat blocking the screen yeah
yeah og like that
that would probably be before I ever looked at the game
the brown suits were the original design
it was changed to orange long before the game released
only visible in announcement trailer and some extremely early testing footage
wow okay this is bizarre
apparently the birthday hats don't spawn until someone joins the game lol
the default suit color was changed temporarily as a callback, but will likely be changed back after the anniversary
right
the party hat only gets added when you equip the default suit, and i dont think the equip function is called on startup
but it seems like zeekerss added some code to call the switch function with the default suit ID specifically for the purpose of activating the birthday hat
it maybe only runs when someone joins
looks like it just switches the suit on the server as well as the client when syncing the suits
which is kinda funny, I feel like it should do it immediately when the players take control
oh well
hopefully people won't be spawning radar boosters with no friends in their lobbies to see that the hat is missing
as long as everything seems to be fine with OpenBodyCams on the new update, I'm gonna hold off on pushing my next update until tomorrow at least
that way I can hotfix it if I broke things in this refactor
seems to be stable in my fairly extended testing but you never know
wait @dense dune re: #modding-general message
have you had to switch the attachment point to the body to fix clipping issues? I would hope it's not necessary
is it perhaps because of ReservedItemSlotCore?
I dont seem to have her issue with a super small testing profile
oh, I meant before this update
since I noticed it was set up like that in her profile
ohhhh i thought it was a v65 issue
people had mentioned having issues with the hat clipping on the body cam, but if that was occurring, the zeekers hotfix seems to have fixed it if my testing was any indication
yepp im guessing i missed the release before the hotfix
I think I also did
Oh nah I was responding to the person at the time cus I wasn't sure how the hat was blocking the screen
I just knew if it was blocking the body cam that would fix it
I think the more company update messes with body cams too
[Error : Unity Log] TypeLoadException: Could not resolve type with token 01000103 from typeref (expected class 'MoreCompany.ClientReceiveMessagePatch' in assembly 'MoreCompany, Version=1.7.6.0, Culture=neutral, PublicKeyToken=null')
Stack trace:
OpenBodyCams.Utilities.Cosmetics.Initialize (HarmonyLib.Harmony harmony) (at <9f7f0c7353f64b9ab05c72a664f861a3>:IL_007C)
OpenBodyCams.Plugin.Awake () (at <9f7f0c7353f64b9ab05c72a664f861a3>:IL_0A4E)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:DMDBepInEx.Bootstrap.Chainloader::Start()
UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset:OnEnable()
I already did the fix for the compatibility with this mod when I did the changes to morecompany but swipez didnt push the PR that added the extra stuff I needed when he did the morecompany update earlier today 
Curious if your changes to MoreCompany also fixed NoMoreCompany's current issue, this is the said issue that mod is facing (it's not loading):
[Info : BepInEx] Loading [NoMoreCompanyLogo 1.0.1]
[Warning: HarmonyX] AccessTools.DeclaredMethod: Could not find method for type MoreCompany.MenuManagerLogoOverridePatch and name Postfix and parameters
[Error : Unity Log] ArgumentException: Undefined target method for patch method static System.Collections.Generic.IEnumerable<HarmonyLib.CodeInstruction> NoMoreCompanyLogo.MoreCompanyPatches::RemoveLogoPatchTranspiler(System.Collections.Generic.IEnumerable<HarmonyLib.CodeInstruction> instructions)
Stack trace:
HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.CreateAndPatchAll (System.Reflection.Assembly assembly, System.String harmonyInstanceId) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
NoMoreCompanyLogo.Plugin.Awake () (at <7348ad4b384849e8b3fcc5d2fb700428>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.InputSystem.InputSystem:.cctor()
I documented the issue for it on the github rep for the mod so that DaXcess is aware if it's an issue they need to fix on their end
Full log for context:
It doesn't
Hm, noted
oh, I thought I needed to update my patches? did you keep some dummy code around so it still works in a PR?
it's fine though, I can change the patch, I don't mind
oh interesting, will check that later
it seems very possible that that's a LethalLib issue though, hopefully not
unless you two also had MoreCompany causing the initialization to fail early
Yeah I've done a PR for this with the changes
But it uses some of the code from the PR that's pending on morecompany repo
if it's not needed on the MoreCompany side it's no big deal
oh, you mean a PR to OpenBodyCams?
Yeah there's a PR to OBC with the fixes needed but it has code that's not in morecompany yet
ah, I see
Since I realised after doing the original cosmetic changes that there wasn't really any easy way to have compatibility for mods like this
So I rewrote it slightly and added some extra methods n stuff but he didn't merge it when he released the update
He's aware tho and said he'll look into it "later"
is it likely that your MoreCompany PR will break any patch I make in the meantime?
oh I see, changing it to hidden instead of cleared probably would indeed break it
that's kinda unfortunate, hopefully later means soon
ah, and patching the existing version would be pretty difficult as well
I guess for now I'll have to just remove the patch, if I get to it
For anyone having issues with OpenBodyCams+MoreCompany, it would be good to just disable the compatibility option in your config for now
Can't you just push a MoreCompanyFixes mod?
🥺
That seems like a great option when things need fixed for compat
Then whenever it's officially fixed you can deprecate it
Should head also be swapped to body? Cus the issue is seeing the inside of the suit head a lot
Since we're talking about removing patches btw, you should probably remove AdvancedCompany compat
is that with the patch failing at startup? I wouldn't really call that indicative of what to do
It's possible
I'm just leaving it unchanged until someone says it has broken, I'm not really interested in ruining random people's days even if AC dev is lol
I guess in the meantime I also should have darmuh's mods use his homebrew method
Ah Oki
test with the MoreCompany patch disabled, if things are still broken, let me know
I'm also trying to fix the issue of the body being invisible ingame though when in the MoreCompany menu
all bets are off for whether things will work while it is enabled
This issue
I'm working on the next update which will make all compat soft fail, so that will improve things at least
Unsure what mod is doing it rn
yeah that can't be OpenBodyCams at least lol
Yeah lol
Yeahhhh
MoreCompanyFixes time 
unfortunately it's not really something reasonable to fix lol
it would require a patcher
Ah
my next update will make the MoreCompany patch soft fail at least, just gotta get some testing in since I changed a LOT of stuff
Looks like for the NoMoreCompanyLogo it's on DaXcess's end cause something changed for the MoreCompanyLogo method 🤔
I'll also try out turning off the MC+OBC compatibility option and see how well it works on my end
note that you may see MoreCompany cosmetics on the camera without the compat mode, next update you can leave compat mode on and the part for spawning cosmetics on your player model will fail but the rest will work
I just gotta finish some stuff up with it before I can release
so is this mod busted now?
no?
depends on whether you have MoreCompany compatibility enabled
and if you do, try this:
Version 2.5.0
- Added a ReservedItemSlotCore compatibility feature to hide/show holstered items based on perspective.
- Sky effects are changed based on the camera perspective. When a body cam target is looking down a long hallway in the interior, the end of the hallway will now be dark.
- Added a patch to fix a vanilla bug that prevents players converted by a masked enemy from being targeted by the map.
- Fixed the overlay text for buying the antenna being visible upon joining a game with the body cam unlocked and placed.
- Fixed an issue that caused the PiP command to be unusable after restarting a game.
- Made the MoreCompany compatibility mode continue to function if the patch to spawn cosmetics for the local player fails.
- Prevented compatibility features from stopping mod initialization.
also, this update does make a lot of internal changes, but I did quite a lot of testing to (hopefully) make sure everything is stable
things definitely still could be broken, especially in combination with other mods or niche config options
For me the cameras come pre-installed and are inside the players heads regardless of morecompany cosmetics
it's not about whether you have MoreCompany cosmetics equipped, it's whether you have the compatibility option enabled
but if you update, it should no longer be a problem to leave that enabled
Oh I forgot to mention one thing in the patch notes, I changed it so that the body cam isn't affected by the gamma setting in the options, as well as the tonemapping the main camera uses
That should help with situations where a player is inside the interior and they can see things better than the person on the monitor can
and it also means that if you have your gamma cranked up, the screen won't be blinding
Shouldn't you be afraid? @vital steeple
nope
that's expected until MoreCompany's cosmetics code stabilizes again
I can't really safely patch it rn
if you downgrade MoreCompany, then you will be able to see cosmetics on yourself again, but that's the only way at the moment
Yes, the main thing for me is that others see it and see me ^^
I mean cosmetics
A config option so that the SolarFlare weather from LethalElements causes the bodycam to display the same glitched effect the main monitor does would be really neat, unsure which side would need to implement this
since right now it makes all electronics malfunction except that basically, point of the weather is that you cant tell what people are doing from the ship monitor
I talked to the author of that mod a bit ago about, and we agreed that they should do it
Yeah which can be done if people want to, since the party stuff is now gone
I already implemented a flag that allows that mod to detect whether a body cam should be considered for the malfunction
I don't know if the MoreCompany update even did anything with that, did it?
The reason it was pushed was because the 5th and above would have the hat blocking their screens
@glossy island Had told me about it
ah, didn't realize that was a MoreCompany issue, I guess I never tested two players locally with it
There was an issue with it in vanilla, but also MoreCompany had it with over 4 people
Zeekerss fixed it in vanilla when he pushed that small patch lol
Currently I probably won't downgrade MoreCompany though cus I like the feature that was added to blacklist cosmetics I've had a broken cosmetic for ages that my group kept using that I couldn't blacklist lol
and now it is
yeah, shouldn't cause issues to use it with the MoreCompany compat anymore, you just won't see your cosmetics in body cams
or at least not unless other mods spawn them
hopefully MoreCompany updates soon so I can merge 1A3's change
hey so this was for my client, it seems better fog was broken for them and both of our consoles were spamming this
spamming what? I only see two errors 
does this issue actually go away when you disable OpenBodyCams?
I don't see any mention of OpenBodyCams in that log, and I'm not sure if it's a complete log?
Oh sorry there was a second log we had that it kept spamming but I didn’t save that one. Rolling it back made the errors stop. Also that client had reduced logging in bepinex so that probably wasn’t very helpful lol
Maybe I can reproduce it later
@vital steeple New update breaks stormy and rainy weather really badly
We had to revert it
Idk what you're touching but it's not good
I did test several times on stormy/rainy, I'm guessing it's some mod that does something unexpected
Lots of warnings about collection stuff
if you have logs that would be helpful
It spammed and caused my stream to drop frames
so the "breakage" was just bad performance?
I probably need a profile code
since that log spam doesn't really make any sense
I don't do anything new with collections as far as I remember, nor do I even interact with weathers yet
(just to be clear what I mean by these quotations, it would be nice if you would lead with a more specific description of the issue, saying that I "break" something is just dramatizing it if it doesn't actually cause the game to stop functioning)
Rainy and Stormy visuals not working, reduced performance
hearing a sound of er er er er er er er constantly
0192c5a6-3c0e-a292-8901-8acf4513f054
If it's not reproing on vanilla moons I can tell you it does on custom moons
ah, that gives me more of an idea what might have gone wrong
I'll look at it later
okay, got a moment to check it, somehow some code I reverted didn't get updated when I built it
very bizarre
I'll push out an update that removes it in a moment
Sweet! Sound found this issues aswell lol
just uploaded 2.5.1 with a repackage, it should not include the code that was at fault
not sure what happened, hopefully it was my goof and not some bug in VS that might recur
Little bug fix for an issue I found playing some today:
Version 2.5.2
- Fixed an issue that would cause the outdoor ambient lighting to flicker when the body cam frame rate was limited.
[14:42:04.2182849] [Error :OpenBodyCams] Failed to patch MoreCompany to spawn cosmetics on the local player.
[14:42:04.2182849] [Error :OpenBodyCams] System.TypeLoadException: Could not resolve type with token 0100010c from typeref (expected class 'MoreCompany.ClientReceiveMessagePatch' in assembly 'MoreCompany, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
at OpenBodyCams.Compatibility.MoreCompanyCompatibility.InitializeImpl (HarmonyLib.Harmony harmony) [0x00000] in E:\Development\Lethal Company\Projects\OpenBodyCams\OpenBodyCams\Compatibility\MoreCompanyCompatibility.cs:40
Is that already known? 
yep, have to wait for MoreCompany to update again to make a new patch, assuming it doesn't take until zeekers updates the game again
maybe I'll just have to bite the bullet and do it anyway since MoreCompany updates once in a blue moon
the current code makes it necessary for me to write multiple patches to achieve the same thing one patch will do in the next update though, iirc
what's the incompatability? do the cams not show cosmetics or something?
the patch is what the first line says, it modifies MoreCompany to spawn cosmetics on the local player
without that, you won't see your cosmetics on other people's cams, but in 2.5.0+ you won't have issues with the MoreCompany cosmetics covering the camera anymore if that patch fails
so it functions as well as it can when the patch is enabled, and shouldn't cause any issues to leave it as-is
I'm waiting on the same PR for compatibility with one of my mods as well 🤣
oh boy lol
and I'm guessing that yelling at swipez doesn't do a whole lot of good?
Yeah doesn't really do much good, he usually pushes updates out when he decides to (mostly only on game updates) which isn't necessarily a bad thing but it's also not a great thing. Also it seems like there's an issue with MC cosmetics not showing for some players that I need to debug and fix anyway so hopefully the fix for that (after I work out the cause ofc) will be enough reason for him to push out the PR 🤣
not related to the messages about not being able to find bones I assume
I've been seeing that on the new update but as far as I could tell it didn't coincide with any cosmetics being missing
Something about V66 seems to be breaking MoreCompany for the 4th and above
They just can't see cosmetics
But only with the latest version of MoreCompany, downgrading fixes it
and current build worked fine on V65
gotcha, that's curious
That's just for the display character on the cosmetic select menu
I see
Cuz the object is disabled in the UI initially it doesn't run the awake early enough
So none of the transform refs are set when it initially loads the UI, I fixed that in the same PR we are waiting for though 🤣
of course
I found how to reproduce if you havent already. The people joining can't see the cosmetics of people already in the lobby, but they see the cosmetics of people that joins after them
yeah already did a fix earlier
just waiting on swipez to release the update
its if there's too much data in the sync, realised as soon as i got sent the log from the host of a lobby who had the issue 🤣
(cuz csync had the exact same issue and i fixed it for that)
Oh interesting, so too much data was ignored lol
well it errored but yeah
I'm guessing this was Swipez's fault btw?
nah
Ah
i forgot about it tbh
I was gonna guess it was cus he didn't merge in half of your things
well the fix is with all of that stuff
He better update it, if it's not enough reason just tell him he usually waits for updates and V66 dropped so he has no reason not to

😂
tbf I might look into the Emblem issue rq
cuz i had to move some code around to allow compatibility with custom player count input fields (for LI)
Yeah I'm guessing it's some small change that broke the color compat that Darkbrewery added
ah its cuz i renamed the field
not sure what you mean? that looks fine, although I suppose it's lacking the custom pass
I mean that in OpenBodyCams the image has a greenish tint
and here it’s really clear, as if I’m playing on my behalf
Is it possible to achieve the same image in the OpenBodyCams config as in darmuhsTerminalStuff?
just change the emissive color
the default is a green tint, but you can change it to emit nothing
Maybe soon
Usually it goes > I merge something > It causes something to break > It gets fixed by the person who brought about the issue, as of late
Releasing the patch now
Ayyyy glad to see you return
But yeah that makes sense
Happy to see the fix go live though
nice I'll update the OpenBodyCams PR now then
@glossy island make sure to let Flip know to update TooManyEmotes
You'd probably wanna build with the new DLL btw to make sure it's all good
tldr? What do I need to do
Just re-build TooManyEmotes with the new morecompany dll
Yeah basically what 1A3 said lol
@hybrid star MRAPI needs the same done as well
Was there more of the conversation up above? Just update the dll I'm working with?
Well there's an exception since I changed ApplyCosmetic to return a bool so that's fixed by just re-building with the new dll
The only issue i can think of that you might have is that the cosmetics would be invisible on the third person view if you turn them on mid-game
yee don't worry, I'm rebasing the fork and making a few style changes
Cosmetics wouldn't show up at all for me if TME was present in 3rd person or when using SuitsTerminal
When you had me test the update
so TME needs updated
Well yeah that was cuz of the exception
ah damn, gonna have to wait a lil apparently
god I wish Thunderstore had a more efficient way of providing mod info
Oh I know why
It's listed as 1.11.0
Not 1.10.3
hm, I guess I should check that, but I think it should find it either way? maybe I'm wrong
depends on how the dependency resolution works when the version it's looking for doesn't exist
Yeah
Fun
why it gotta be a giant json blob :(
so another 40 minutes or so prob
https://github.com/Zaggy1024/LC_OpenBodyCams/pull/60/files#diff-c30a580141d052a27eeacee1fc5981aea383e9ed9ec744cce5c14b163f085e30R49 this patch might come in useful for you btw @golden kindle
Since that's the method that runs whenever the cosmetic visibility is changed by MC
Okay perfect, I'll look at this when I can. Thanks!
I might break that link in a bit, I'll @ you again if so
oh I guess the link is still valid somehow
not sure what the hash in the URL is if not a commit hash but 
MoreCompany's update is available now
Also @golden kindle pinging you too, so you can hopefully update TME
Uploading 2.6.0 with updated MoreCompany support
I did discover something I had never considered could be an issue though... Having the body cams be parented to an enemy's head causes the renderers it uses to be considered part of the enemy, so when my body cam changes targets they become null
gonna have to probably switch to having the cameras copy the position of their target every frame instead, which is probably fine honestly
next update lol
nice thing about that though is that I'll no longer have to recreate the camera
hopefully it'll allow me to throw out a bunch of code
There are problems with TooManyEmotes, emotions are broken, the name of the emotion is not shown in the chat...
What does the error most indicate? Where is the best place to go? @vital steeple
rolled back to MoreCompany v1.10.1 and everything is fine
I mean, Flip was just in here after being notified of the breaking changes
if that weren't the case, I would assume there's a thread for it
Flip will update it later he's aware of the issue just disable TooManyEmotes for now
I also had to let @pure sonnet know he needs to update SCP-049 as well
oh what does that do with cosmetics?
ah, gotcha
TME should be updated now. I didn't make any changes to the MoreCompany compat itself, just because I don't have time to test anything right now, so I can't really check if the cosmetics show/hide when changing the visibility mid-game.
@dense dune Maybe you can test this part for me? But the dll reference is updated and seems to run fine without errors.
weathers are now controlled for the body cam perspective yippee
(the images are the before and after, in that order)
Is there any performance downside to this?
does added fog and effects potentialy cause lower fps?
not sure, it's possible that the effect of the dust clouds will be negligible since the volumetric effects are everywhere at varying levels
I haven't tried to measure a difference though, since I've still got to work out some bugs to make sure it's working as it should before I do that
the main thing that this is intended to solve is that rain isn't visible if your target goes too far from yourself, so I'll be curious to see what having two particle systems does
i see, maybe add a config option for it? so low end users can disable it
there will be one for the initial version of this
it should be toggleable in game, do measuring the impact should be easy enough
thanks, i will personally use it but, my other friends they will probably disable it
I'll have to get some results from people on lower end machines since mine may not be indicative
they kinda have low end pc
yeah
i will let you know if we can spot any

it'll be defaulted to off at first, since this feature may not work properly with custom weathers, at least at first
A short guide - how to increase FPS for everyone @vital steeple
Turn off lighting
is that with CullFactory?
Just tried, works
this is a joke :с
lol I figured
but it is actually kinda interesting to me if it makes that big a difference even with CullFactory enabled
when you're staring at the wall like that, I would hope that it would have at most like 4 lights rendering
I'm going crazy again
sometimes the FPS is stable, and sometimes it sags, I think the RAM is a nightmare or monsters have appeared and are spamming somewhere
What are the most common performance problems?
honestly, in those cases I haven't really nailed down a culprit either
tulip snakes I believe have some issues with performance sometimes, but other than that idk
Diversity -15-20% FPS
and why exactly is not clear
mechanic or private room Bracken
does it only happen when an enemy modified by Diversity is spawned?
it really doesn't surprise me if so
I'm not sure for sure, even in the lobby there are drawdowns
I logged in several times with and without mods.
and fixed -15-20%
They once had a version with severe drawdowns before, players complained, but then an update came out that put out the discontent
only real way to know for sure is to profile it, but you could see if the performance degradation happens specifically with certain enemies controlled by Diversity and report it to the dev
there are multiple ways to profile the game that they could try
well I'll have to try it
happened on Artifice, with the interior of the armory (Wesley Interiors). When I looked at the monitor, my camera froze and did not update, while there was sound and the character was controllable. If I turned away from the monitors or if they were turned off, the camera updated again
full log, if needed:
huh, that's very curious
any idea if you or someone you were watching on the monitor would've been changing suits, cosmetics, anything of that sort at the time?
I don't think so, everyone was busy trying to survive Slime, Bracken, Spider, 3 dogs, 2 robots and get about 30 things back to the ship
also this happened only once and never happened again
I haven't tested it in quite a while, but you should hopefully be able to enable the ReferencedObjectDestructionDetection feature to print a message right before the error would start occurring
I'm thinking I may just enable both the debug options by default in the next version though, which should "prevent" this from happening
(but may allow some player cosmetics to be untracked without being visible)
It is time for the beeg update, I tested this one quite a lot but unfortunately didn't get a proper playtest session in like I wanted to. Hopefully everything is stable, but keep in mind that I can't account for every mod, so some may cause issues I didn't encounter
Version 3.0.0
- Added an experimental feature to make weather effects visible on the camera regardless of distance from the local player. It is disabled by default for the moment, and may cause custom weathers to behave unexpectedly.
- Made the sun always visible on the body cam, regardless of the render distance.
- Adjusted head cam attachment points to be more consistent.
- Switched to a more accurate method of tracking the environmental visuals that should be visible on body cams.
- Prevented destroyed cosmetics from causing rendering to stop working. The BruteForcePreventFreezes option has been removed.
- Prevented errors that could occur in EnableItemMeshes() when the body cam is switched away from a masked enemy.
- Changed overlay rendering to a better method of getting a transparent texture, no longer relying on a custom pass.
- API changes:
- Changed all events that receive BodyCamComponent parameters to receive them as MonoBehaviours. This prevents the generated lambda classes from causing an error when using those delegates in soft dependency code. Any users of these events will have to add a cast to BodyCamComponent and rebuild.
- Added an API to set the attachment point for custom radar targets.
- Removed the obsolete OnRenderersToHideChanged event.
wow Discord's markup rendering is screwy
also, I believe the first API change listed here doesn't affect any existing mods including @compact niche's, but it is a breaking change if anyone did use those events
@random laurel this API change should make it possible for you to use the events for hiding your models the intended way, where before, any method you would pass as the delegate would cause an error when OpenBodyCams wasn't present
hopefully my internal API changes haven't broken your existing patch, though, I don't think they should have
I'll give it a check now actually
ah damn, I guess I did because you were accessing CameraObject
you'll need a lil rebuild
ah sick no problem!!! thanks for the head's up! I'll be able to get to that tomorrow at least for the rebuild 
glad to hear, sorry I didn't check it sooner
probably was avoidable, although reaching into internals like that is definitely prone to breaking, so using the API would be best if possible
I'm assuming I dont need to recompile anything for the latest update?
I tested with terminalStuff, although admittedly on an older revision, but I think it should be fine
worth checking, but I believe it should be fine
lemme know if you have any issues
with the recent update suitsTerminal seems broken and the "view bodycam" command too
got this error
oh @compact niche I was indeed wrong, I didn't realize you were still on that deprecated method
that got deprecated like two months ago 😅
this is the new API, you'll want to check if the body cam is one of yours and then set or concatenate to the renderers array parameter
by default, the array should be empty
unfortunately for now the solution is to downgrade OpenBodyCams again, I made a couple breaking API changes in this version
(hence the bump to 3.0.0)
ye already downgraded it. just letting you know

I wonder if you fix this
yep, that should be prevented by the changes describing preventing destroyed cosmetics from causing freezes
note that the error does indicate that some mod is doing someone unexpected with cosmetics, though, so you may see some clipping on the body cam if this occurs again
it has some errors that will print to the console instead, which will warn you when the bug has occurred and been prevented from breaking things
it should also point me to the culprit now
I might have forgotten to mention that this only happened to me and my friends saw it normally😅
oh, that's curious
I was host
uuuh, I either forgot to buy bodycam last time or it never happened again
gotcha
well hopefully you will not have any freezes anymore at the very least
the desync of hte collected cosmetics still could cause some issues but nothing severe
oh lmao, yeah I've not been paying too much attention to updates thats my bad
i'll try to put out a fix today
actually, updating my reference I think I can just comment this line out for now and push a hotfix
yeah having an issue with the latest update that is forcing the camera to disable. Does ForceEnableCamera still work like it did in previous versions?
definitely gonna need to play around with this. Mirror camera wouldnt work until I ran a regular bodycam command (camera was disabled and would disable if I tried to enable in unity explorer) and now im seeing the double arms thing in the mirror 😵💫
I might need to read through all your changes to see what I need to change
it definitely should
could you send me a build that runs for the new version so I can look into this?
sure i'll send you the hotfix build i was messing with (havent even changed the version number yet)
I'm guessing there's an issue with my implementation somewhere
huh, I tried this out on latest terminalStuff and I can't get the mirror to be visible? not sure what's up with this
oh wait this was what you mentioned sorry
but now I'm wondering, is this perhaps because you have the body cam assigned to the Terminal object?
Yeah I noticed the issue only occurs with the mirror camera. After your recommendation I started childing it to a separate object that is then childed to the terminal
do you think there's an issue with how I set up my monobehaviors maybe?
the big difference I'm noticing with the mirror camera vs the body camera implementations is that I set "ForceEnableCamera = true" when creating the bodycam, whereas with the mirror i'm setting it outside the creation method
hmm
it shouldn't reset that if you set it
when I look in UnityExplorer, it looks like your target isn't being set properly somehow
maybe I screwed up my transform target code, lemme check
oh I did
whoops
oh lol, I was gonna say I was worried the force enable was not getting set properly on the initial run of the code
anyway, I really need to clean up OpenBodyCamFuncs.cs as a whole, it's a whole lot of mixed and matched code between updates to suitsterminal/darmuhsterminalstuff
not standardized at all 😭
Okay cool, I'll push out the hotfix for openlib once it's out
one day eventually i'll refactor the openbodycams code in it lol
as long as it works I guess lol
update is uploaded, should go live shortly
well, go live on the website that is
if you want to grab it early
hello again ^^
I dont know the real cause of this but we are getting these detached parts of the ship. and when I disable OBC, it goes away. can you check what's wrong?
here's the code
01930cef-7b5b-d4da-3d59-708f6c704595
oh that's curious, do you have the weather feature enabled?
sorry late reply. is this it? it sets as default
i cant pinpoint what mod is doing this
but it only happens in modded moons from starlancers and demonmae
i have s1ckboy moons and winter lodge. it wont appear there
oh interesting, what ship parts does that control? 
really hard to tell what was floating there
also no worries, I hadn't gotten to trying repro yet
oh, the video is much clearer on desktop as well, I guess it's the skids
the ladder beside the ship, some boxes also side of ship, and thrusters
I personally stopped using OpenBodyCams cus it hurts performance
As much as I like the mod
does it hurt performance outside the ship?
I prioritized the game running smooth over the extra camera
It was yeah, almost like it's always rendering multiple times for the host
definitely would've been good to know that
although it's very possible it's involving another mod like terminalstuff
Cus I had to remove it back when the bug happened with rainy and stormy weather
I allow other mods to force the cameras on, so I can't guarantee that it won't render when it shouldn't
and we all noticed the performance improvement
interesting
It could be something with darmuh's mods for sure
I can't rule out that possibility
do you have a recent code where that performance regression would be present?
01930f6e-a060-be15-7508-c56c07dcf9ba Hmmm you could test my current pack and add it
and I assume that this is for sure unrelated to the framerate reduction you were experiencing earlier this week with LobbyImprovements?
yeah
Yeah unrelated, this was before the Emblem bug
lol
okey
Emblem's bug started with 1.6.0 I think, and was fixed tonight with 1.6.2
DiFFoZ found out the lag with LI was cus of Emblem btw, he profiled my pack last night
and I couldn't believe it when he discovered it was Emblem
XD
But it also explained a lot like why we were getting lag in longer play sessions regardless
yee, I saw that but couldn't remember the name lol
looking at emblem's code, though, it doesn't really surprise me
I'm not sure why the solution to find everything in the menu was to store a bunch of absolute paths and then wait in coroutines
Yeah Dark realized how bad it was
I would've expected that it could just hook SceneManager's event when a scene finishes loading and eveything should be there
I would guess it was just their past coding experience, they hadn't worked on it in a while
yeah
just a bit concerning, that style of hook is easy to screw up causing issues like this
Yeah
I guess the alternative often instead breaks the entire game, but at least at that point you know that something is off, instead of it silently running something in the background causing the framerate to drop
hooking scene load and just tossing everything in a try should be pretty safe though
Yeah, when DiFFoZ mentioned it was running a coroutine check every frame I was like "Eesh that explains so much"
especially with a GameObject.Find in that coroutine
it's really best to check for whatever base object would be present, then use Transform.Find on that, splitting things into separate variables where the hierarchy splits into things you want
It still is using that but in a different way
if it's not possible to get it by reference in a component that is
doing it in code that is guaranteed to only run once is better, but preferring Transform.Find would be much better
that way, it only has to scan the children of that object
Yeah
@dense dune any idea if this performance regression was happening even when the body cam antenna wasn't bought yet?
I guess I should also ask if you had the upgrade enabled, but it appeared to be in one of your previous profiles
That idk, I just have it unlocked by default so I've never had the antenna
gotcha
interesting that a previous profile seemed to have it on
lemme see if I can repro
would this happen on just any old moon as far as you know?
Yeah any moon it should reoccur
lmao what is this
yeah it was there when I loaded by testing save
Weird haha
idk if it misinterpreted something in the save to think they were all placed or something
Yeah you may need to load a fresh save for that
Probably if it was an older save
XD
smoothreserves does the same when you load a save that didn't have it before
probably just a universal glitch with furnitures?
very possible, I haven't looked at that code all that much
@dense dune not seeing much of a difference with/without OpenBodyCams on that latest profile on Experimentation at least
any possibility the drop in perf only happens after using some terminalStuff command that enables a camera?
I don't seem to be able to enable those though, unless there's some I missed
Possible yeah, or it's only when in Multiplayer maybe when you have multiple people around
I would have to test the latest version to see if it's better
I'm actually testing the last version your config seems to indicate you had installed, 2.6.0
Ah yeah that was when I was gonna readd it I believe but then took it out cus when playing with Glitch it broke for Xu
I believe Xu mentioned it, but she couldn't use the terminal at all and got OpenBodyCams errors
oh huh, my brain is too crammed lately to remember
I guess that's probably fixed lol
I would hope so, if you fixed it you likely fixed it with 3.0.0 lol
not seeing the regression you were talking about with a few different tests I could think of, like standing outside the ship facing it with the body cam targeting a booster placed outside the ship
up to you if you wanna try it again, but would be helpful to know if there's anything more you can associate with the regression
the camera still appears to be culled as I would expect
Yeah testing the latest version it seems smoother
afaict you don't have any terminalStuff options that use OpenBodyCams compat either
oh, did you disable some of the camera commands or something?
Or maybe some weird issue cus of Emblem at the time
That we just weren't aware of yet
would make sense
Doing testing even though Emblem is fixed the game still feels a bit smoother with it disabled and that I don't understand
seems very possible that there are other things it's doing that are less efficient than possible
maybe DiFFoZ would be kind enough to profile again with the updated version
@light aurora Have you got around to checking out the 1.6.2 version yet?
To see if it's still doing anything odd
It might be this if it's still doing this on lobby join
Where it spawns a coroutine
@long scaffold Unsure if you fixed this or not when you did the update
What are we looking at?
@vital steeple This error throws a lot
ah, whoops
I'm guessing this is on a moon where there's no sun?
shouldn't really cause any big issues, but thanks for reporting it
this should also only print while landing, is it printing more often than that?
Well there might be an issue cus that printed then JLL died on Asteroid-14
🤔
Idk
Full log
died while landing?
Yeah it never landed cus JLL error spammed
lol
I also sent the log to Jacob, there's a possibility it was Mrov's fault cus we had Solar Flare
yeah, not sure, seems very unlikely for this to cause anything like that
within the realm of possibility though
Removing OpenBodyCams fixed it
☠️
3.0.2 is out with a (tentative) fix for that error
Ooh good
what, this was happening consistently?
Nah, it fixed the JLL error spam when landing on Asteroid
I think OBC erroring sent JLL into a fit
lol
@pliant rune Just so you know
huh, lemme check if it listens to that event
what?
I don't attach to that very early so I wouldn't have expected it to run first
do you hook into the scene loaded event?
what would OBC have to do anything with reading weather effects from the time of day script?
the error I was sent was being thrown on a scripts Update() event. so not for what blew up in this instance. For some other stuff I think so but that's not what errored
I don't think it's relevant to this, but I do interact with weathers in 3.0.0 (with an option enabled)
do you know what was null?
wait I'm dumb, it's not even a null deref
according to the IL the index for what was trying to be read from TimeOfDay.Instance.effects is out of bounds
which is why I already asked mrov if something changed with how he handles that in a registry update because it was apparently also a modded weather
He did change stuff recently check the recent changelogs for Registry
but this whole thing is in an unrelated objects update method, which i don't think should be the cause of ship not landing if that also happened
But now I can't get it to throw a fit again, I got Windy just now and it loaded fine
It is however lagging
So there could still be some stuff with JLL and Registry going on yeah
I can't seem to find any reason for my error to cause this thus far
NetworkSceneManager doesn't even seem to depend on SceneManager.sceneLoaded somehow
so it shouldn't prevent any vital game logic from running even if I somehow registered before vanilla did (which shouldn't be possible)
If this does turn out to be true I'm taking a bit of a break from LC to work on some other games and projects of mine so I probably won't push an update for a while. If the cause of these issues is 100% guaranteed to be JLL X Registry then you should be able to fix it by blacklisting custom weathers on moons using weather overrides (Pinnacle, Gorgonzola, and Asteroid 14) and it should be a temporary fix. Until then please actually test before just spreading it around to see if that is the problem or not.
I mean it seems that way, cus Windy doesn't lag like this on other moons
and I had no errors in my log
I will do more extensive testing though
Yeah Windy isn't laggy on Halation but was on Asteroid-14
@torpid burrow can you look into fixing whatever you messed up with your JLL compat?
Oh that's a coroutine that DiFFoZ found happens whenever you join or reload a lobby
and I was guessing that might affect performance some
Hey. Do you think there's a compatibility issue with Runtime_Netcode_Patcher? I noticed that the pic-in-pic bodycam goes black for reasons I don't understand.
So not something to worry about with emblem?
I mean that coroutine is from Emblem
I mean that coroutine is from Emblem
lol
i can check your profile again
I don't see why that one would conflict, but I've never used it
I don't really think there's any reason for mods to still be using it tbh
Here's the current version 01931458-4cbf-3903-a947-68f33d99c6dc
How come? Is it obsolete? I know it hasn’t been updated in ages, but I thought it was useful
BetterEmotes still uses it btw
Know which one?
netcode patching can be done at build time, and save a lot of work when launching the game
iirc, there's only one major mod still using it? I don't recall which one though
DiFFoZ is gonna profile it again so he'll let you know after probably 
Copy that
So, it’s not needed anymore?
I never understood what the mod actually does, as the jargon always confused me
It hasn't been needed in a long time and I would just not use mods that rely on it
you have to answer that for yourself, if you don't have anything that depends on it then you don't need it
the mod does nothing if there isn't a mod that uses it
usually if a mod has stuff that sounds like it's written for a developer, it's either one of my mods or it's an API
or both
🤪
Could this explain why mods like malfunctions aren’t working properly: Runtime_Netcode_Patcher is outdated and unecessary?
Don't ask me this
I don't use Malfunctions and never have used it
I can't answer that
BetterEmotes is the only mod requiring it
I just use TME
BetterEmotes has a habit of breaking the animator anytime Zeekerss makes changes
Gotcha
what do you mean by that?
I'm not relying on anything inside JLL

