See the other side through the main entrance doors.
Who needs this mod installed for it to work? Only you!
https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/
1 messages · Page 1 of 1 (latest)
See the other side through the main entrance doors.
Who needs this mod installed for it to work? Only you!
https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/
WAIT WHAT
ooh!
mod is kil
Uploading it right now
kil
#1229912303588212796 time
I made this post early so I can link it in my README
Oh lul, it was actually not in the database yet
Wait what?
quite a few people tried to do a seamless entrance
to no success
so getting this mod out of nowhere is so crazy

well this is less seamless
more like
shhhhh
more immserive
still way better than normal
aw :c
but from outside at least
since quite a few use custom doors
but you can at least see them from outside
Can I comment on this real quick Zeh
private static bool TryLoadAsset<T>(string name, AssetBundle assetBundle, out T asset) where T : Object
{
asset = LoadAsset<T>(name, assetBundle);
return (Object)(object)asset != (Object)null;
}
You got painfully close to doing a TryX pattern right but you seem to have forgor the [NotNullWhen(true)] decoration on the out T Asset to tell the IDE its fine if this is null sometimes and make it look like [NotNullWhen(true)] out T? Asset
Question remains-
Mod compatible?
if you mean modded doors?
omg omg i cant wait to try this!!
surely not
I do wonder if some devs could add compat tho
Doing it that way removes the need to have a default(T) in your get methods above too
I don't have Nullable enabled in my project, but I could enable it
Yeah...
squeezes Zeh
real question, is there a way for interior devs with custom main doors to add support
I have vanilla inspired interiors that have normal doors and I want to see if it functions
Gonna test it
this is sawesome duder 
OH IT ADDS GLASS TO THE MANSION DOORS WHAT
WHAT
i was just about to say this would make chameleon's fancy main doors unfortunate
me when i cry of peak
it would definitely need compatibility for this thoughu
holy FUCK
I'm not sure how compatible this will be with modded moons and interiors
pleaseeee!!
neeed...!!! compatibility..!!!!! URGHHH!!!
Mod rejected for being too scary 
I don't like looking thru the door and seeing monsters
robyn... its a mirror..
i'm very curious how this is achieved
only slight nitpicks i have are that it could look nice with a fade-in of the interior showing up instead of popping in, and the outdoor fog doesn't show from the inside
is it screenspace?
but still this is insanely amazing
fair enough
this will be a keeper mod for sure 
I was thinking about fading the portal screen in, but that can be done later. I tried having fog and it doesn't look right in the portal camera. I'm not smart enough to figure it out. I'm still pretty new to HDRP and rendering stuff
yeah no take ur time
it is still unbelievably awesome =3
I'm so happy that I got the lighting right though when looking into the facility/outside
WHAT
cant believe many old idea from lethalexpansion era being brought back as new this year
oh it only works for vanilla interiors, sads
still a win 
still awesome as fuck
loose for me
I aint using it sadly since i hate inconsistancy
🥀
hrm it look a little funky on dine
Fuck dine
true
adding compat for custom interior sounds like a nightmare given how many custom doors there is
unless u wanna resort to replacing the whole door with vanilla door somehow which still like a lot of work or some other way
unless zehs wanna do it ofc 
will it still work with any interior that uses vanilla doors?
for example, generic's interiors?
or is it more complex then that
in an ideal world we have this attached to the doorscript and it just works *me talking from my tiny brain
anyway good work on this 
ok so it looks like it works but is kinda bugged
at least for me
it pops out when you get close
I'm not sure how moons/interiors with fully custom main entrance doors would be compatible. For moons/interiors that use the default Lethal Company doors, I would say just have a main entrance door set up similar to the vanilla moons. You must have a OutsideEntranceVisualDoorsContainer GameObject structured exactly like vanilla with the GameObjects having the same names. You should also put your door frame GameObject in here and name it DoorFrame.
but works further away
was just posting an issue I was running into
which interior is that?
I don't really know what that means
It should work
after almost 2 years it's finally here!
I'm curious what the other attempts of a mod like this looked like
I don't remember seeing any other mods like this before
distance override configs dont seem to work
Oh nyo
I set them to max and it was the same
Which distance configs, activation or view?
view
I dont see activation in the config
it was different, it never dropped, always WIP, it was a seamless entrance where you would open the door and enter to the interior yourself, instead of a tp
im fairly sure it was still a tp
just a sneaky one
thats the idea yeah
I see. I was thinking about that, but that's a lot more work. The custom moons/interiors compat would also be a nightmare
yeah its a tp but it also doin what zehs do here but with larger scale
The portal camera's rendering still isn't perfect, so it would look a bit weird too walking through
I have a feeling this will get a few patches haha
oh yeah a config to turn off the blue tint would be nice
wait is that a bug or intentional
That's part of the door model 🥲
damn lol
not a big deal
I do hope the issues with custom interiors could be worked out since it seems hit or miss
(talking viewing from outside)
ofc custom doors wouldnt work
There are configs to disable the portals per moon and interior
ohhhhhhhhhhh
thats not what I meant
think I found the thing, if it has a custom door inside, cant see from outside either
I'm just saying, so you don't just have a bugged looking portal enabled on incompatible moons/interiors
wait so is the mod being attached to the actual door model or the interact area
The portal is being attached to the GameObject with the EntranceTeleport script
oh there isnt a bugged portal
it just wont exist
if interior door is custom
The position and rotation of the portal screen is dynamically set
actually I just realized
maybe issue is cullfactory?
id not be surprised if it conflicted
I have not tested this mod with CullFactory
oh yea i can see more reason this be a nightmare for compat without manual blacklisting lol
some interiors have weird placement for the interact place sometimes misaligned with the door model
ill check soon


we are so close to having 8-3: DISINTEGRATION LOOP be an actual thing.
one more ultrakill reference
When attempting to load into a moon with this mod, some of "mones interiors" is causing the game to freeze in orbit when trying to load said interior with the viewable portal (Incompatibility). Awesome mod though!
https://thunderstore.io/c/lethal-company/p/MonesMonesowicz/Mones_Interiors/
this mod seems really cool can't wait to try it in my pack
How well does this mod work in vr?
I don't own a VR headset, so I have no idea
I do not see any errors related to this mod in your log file
this is really cool! my only real issue is fog not rendering on the other side, but i don't know how hard that would be to implement
I don't know how to make fog render properly in the portal camera
cadavers don't seem to render through the portal camera, actually
https://thunderstore.io/c/lethal-company/p/TKronix/VR_Shader_Fix/
maybe this will fix the bug
or add the vr package then build the bundle. that will make native support rather havint to rely on an mod to support it 🙂
There is an Unity package that you'd need to install to make it compatible in vr. to test it you can install steamvr and have the launch argrument to nohmd or something and it'll basically do the same thing
in other words. you dont actually need an vr, you just gotta make sure that both eyes see the same thing. in ''Display VR View''
If there's a way to lerp the visual effect for range falloff it would seem less harsh and snappy. Also an option to temporarily lower visual quality automatically to ultra performance when radiation is present when looking inside for simulating something like lethal radiation. the mansion door should have options to not have windows and either way it doesn't have them on both sides which is pretty immersion breaking. I'd also like to see options to fake the post processing/lighting outside with emissive/transparent textures and exterior render distance fade (if possible for moons like rend/dine/titan). Also the option to disable looking one way or another.
vow
WHAT WHAT WHAT
red trees of doom and despair
this exists now???
evil trees
ik red trees must be a new weather
the mansion doors had windows added because in vanilla the exterior door is always the default "facility door" that has a window
i was talking about the mod itself 
so it "makes sense" to add a window to the mansion door on the inside
ik that's the LODs for the trees but I did NOT know they were that red lol
chameleon makes the exterior door a "fancy door" if its a mansion (or other supported interior) so i doubt that's going to play nice without compatibility
the red trees are probably from the diffusion profile not being used or something
since fog isnt either
do you have chameleon
oh
because this isn't a vanilla feature
yes
that explains it
even still window toggle would be nice
Why are all of the cool mods and modpacks coming out as soon as I can't play the game 😭
i mean i guess
you got some pretty baller stuff yourself
whaa
maybe while the opening animation you can see inside
how compatible is this with modded interiors and moons 
scroll up
ic
it works with some custom interiors, but other you can't see the other side, like generic interiors
a lot of mods are going to need to make compatibility on their end
yup, chameleon is one of them :,]
OH the red trees might be because i cleared the weather on eclipsed or just eclipsed
#1501761071067693137 message
trees have a tendancy to turn magenta when diffusion profiles arent used
o
It works only for the endless hall dungeon. Now the entrance just doesn't fit on the inside, though.
Found the weirdest bug:
When you have this mod installed the external Scrap display from general Improvement doesn't detect any scrap
That and maybe making it so you can hear sounds from the other side and vise versa.
Okay so, this looks REALLY fucking cool
would you consider, since we can't really get fog, perhaps adding like a small configurable visual effect that makes it a bit darker while looking through the windows? Like yeah, you can see, but the details are a tad hard to make out?
that way when you go in or out it doesn't suddenly feel like "oop fog popped in", yanno
it feels like you're seeing through a tinted window or the like
I said something like that earlier faking the outside, obscuring it, or chosing when to hide it
regardless I imagine you're looking into options, just a suggestion

this looks REALLY incredible Crit
agreed but I think the whiteboard is just as cool (waiting on that release like rita repulsa)
the whiteboard effect is a simpler and more practical approach that is likely to be way less buggy with other mods, but this is truly something special
that's why i like it
this looks very cool
lemme know if there's issues with CullFactory, not sure how it'll handle if the position of the camera is outside the dungeon
yeowch my hand
also not sure what exactly is causing the drastic difference in visuals for the exterior, but whatever is going on there you might be able to resolve similarly to how OpenBodyCams does using the HDRP camera callbacks
...or even depend on OpenBodyCams for the reverb trigger tracking, but I don't know if that's worth it lol
I forget if it would even work for something like this
I'm also curious how this works with vanilla culling, does it just always render the interior when the player is outside?
actually, I think it only works because the last place the camera was after teleporting is at the door, so if zeekerss changes it to cull the interior when outside, it would break
Reverbtrigger
Iirc thats the one that changes the visuals and quite a few teleport mods also had the issue where if you tpd in from outside or vice versa the visuals were messed up
I infact did not read the rest of your messages
I’ll see myself out

right, I'm more thinking of what is being changed by it
I don't recall what experimentation does with the fog when you go inside
if it's moving it under the floor like it does when you go inside the ship, I think it's kinda cooked except through OpenBodyCams integration
but my weather override system doesn't work with mods because weather mods didn't converge on a system similar to vanilla
hence why it's disabled by default
Im a bit curious now i’ll check it in the morning
I don't see how that would happen because of my mod
whiteboard effect?
I don’t either but I‘ll test it again on a clean profile in a minute
I'll have to look into that, thank you ^w^
I just call StartOfRound.Instance.occlusionCuller.SetToStartTile(); once when the player enters the activation range and is looking at the portal screen mesh
NVM I'm sorry
Was just a coincidence that it stopped working when I turn on your mod and started working again when I turned it off
Okie
ooh I see, did you find that to be necessary? From my initial investigation of the culling component, it seemed to keep the existing current tile when the player left
in case you were curious though, CullFactory selects tiles per camera in the camera callbacks to cull for, so I need to look into which tile it selects for your portal camera
Yeah, I had to do it. Otherwise I would just see the void and floating doors
my programmer fell off 😔 🥀
I did test CullFactory against it earlier, and it did seem not to be getting the culling right, but not sure if it's because the tile selection was wrong or because the frustum itself behaves strangely with this type of projection matrix
I think you only have to call the function once ever to always render the interior, or just enter the interior once
ah, then I didn't misread, that would make sense lol
if he ever changes it in future, you might start having to call it every frame, not sure
Every frame would be kinda crazy
well it updates the current tile every frame while you're inside
I've backed out of lobbies hundreds of times with this installed
the only reason it doesn't override that call currently is that it just skips setting it if it doesn't find atile
which is not what's intended, since that means the interior and everything in it is still appearing while outside
but ideally, zeekerss would use camera callbacks
I thiiiiink I suggested it in his discord
What is the error?
Thank you. It was a bit of an oversight. It'll be fixed in the next update I release

For now you can just land on a moon and exit the lobby and that should work
I'll try to look into improving the portal camera's rendering accuracy to match the player camera later today if I have time
does this not work for mineshafts..?
it's just adamance
adamance does not work
mineshaft works perfectly fine on experimentation, and nothing works on adamance
and the three times i tested it, it came up with the error there
and why is the world so green..
What weather do you have?
did it work on adamance in your testing?
The outside portal worked on Adamance when I tested, but I don't think I got Mineshaft interior. It should have worked
What is the time of day?
normal
not locked
it was around
11
11 in the morning
Can you send me your full log file?
I'll check it out soon
I have no idea
If you get Mineshaft on Adamance again and the portals don't spawn, I would appreciate your full logs
it breaks no matter if it's mineshaft or not
only on adamance
this is a new development
i can send full logs of mansion, facility and mineshaft interiors loading on adamance if you want
i think i've just sent facility for now
That should be enough
is there any chance you know why poltergeist makes it go green...
could be worth informing this in poltergesti thread
#1224954169375461377
||Did Zeekerss just update the game? Why is there vegetation inside Adamance?||
that is not normal...
||I don't ever remember seeing boxes inside like that, so It must be intentional||
I have an idea to why it might be getting green
oooh...
is this vanilla?
I have some mods on, but probably none that would do that
that looks like that modded factory interior
Ohhh yeah
dingus
You are right
I forgot I had an interior mod on. I didn't think it would have something like that
ye i think that might be mones'
It was
may i hear why
It might be because I am finding all of the global Volumes on the default layer in the scene and copying them over to the portal camera. I did this because the CustomPass is on the default layer and causes really weird visual bugs on the portal camera. I have to copy all these Volumes over because I need to make them local and only affect a specific layer that the portal camera is listening to
Oh, I just realized that I should be checking if the found volume is disabled or not and disable it on the copy. That might fix it
oh hell yes..
if you can manage to get a fixed version out pretty soon i'd be so pleased, i've got a gamenight later
no rush though i've told my friends about the greenification problem and they don't really care
Absolute cinema.
https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/
did you do anything with the green problem?
i assume not because it's not documented
I didn't look into that yet
oh okay
can the mansion door windows be disabled?
@wild wren Just as I expected, their Volume got copied over to the portal camera.
Yes, just set ReplaceDoor to false under the Interior: Mansion category
thank the heavens...
https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/
that was quick
death to green
I just realized that I could fix the rendering issues by turning off Custom Pass in the camera's Rendering settings. I don't need to copy over all of the global Volumes to not have custom pass. This makes it so much simpler 
neat!
This is how fog looks when I try to turn it on. I have no idea how to fix it
@stuck cliff
That looks weird, like the fog just isn't transparent or something when viewed through those cameras, unfortunately I do not have any shader
-# (or much code)
experience, but that defo don't look right, maybe if other cameras render it like in the ship you could check how they work and see if you can get fog rendering from those? Or maybe even check with Scoops to see how she did the now official LC single pass shader and if she has knowledge on camera rendering? Idk.
turn on the custom pass you mean?
having the custom pass on in the camera seems like it should be correct, if you exclude the portal material from the custom pass
but that is odd if it's doing that
do you have volumetric fog on? the custom pass samples it separately so if you have it off that may be why it looks weird
also not sure if there are ways that the fog might not show up based on your camera settings other than frame settings overrides
try emoting and looking at the door
Do you know how I could exclude the portal material from the custom pass?
I'm not actually sure, I've seen other people talking about it
maybe @uncut estuary knows 
I have one eye open let me wake up 😭
But I also have no idea
I haven't touched custom passes in a while
oh right, Scoops would certainly know if no one else
it's probably been discussed in the Sponge thread
What would Interior devs would have to do to make their interiors compatible with the Immersive Entrance?
Having your main entrance door set up like this should be enough to make it compatible for moons and interiors. It's very important that you do not rename the door objects. If you have a custom door, name the objects just like vanilla.
Door frame names:
DoorFrame (1)DoorFrameWideDoorFrame (1)Door view blocker names:
PlaneLightBehindDoor-# The view blocker is that black or yellow plane behind the door
Door left names:
SteelDoorFakeDoorMesh (1)Door right names:
SteelDoorFake (1)DoorMeshcan you add here a title like "ImmersiveEntrance Compatibility" or smth like that?
that way it'd be easier to forward to people :]
thx!
I'm thinking I could also enable moon and interior devs to set up an invisible plane where they can specify the position, rotaion, and bounds of the portal screen. They would need to name the object something specific and parent it under their GameObject with the EntranceTeleport script
I might be able to provide a special prefab for that
neat!
that'd be sick ye

btw, small possible request, add a small window on the fire exit door
Maybe
good enough ^^
This is the max size the main entrance portal screen can be. There are ways to make it smaller though, since the Mansion door frame is smaller, but outside will still render the normal size
This is how I'm adding specific settings to vanilla interiors, but moon and interior devs will be able to do this through the editor without including any scripts into their mod.
@bright grove does this work on modded moons
I'm not sure. I haven't tested any modded moons yet. I have tested on some modded interiors and it kinda works, but sometimes the door portal is misaligned
should be good testing
I didn't add any support for fire exits because there is no open animation, but since I've been able to add windows to the mansion main entrance doors, I could do that
If the objects are still named the same but the heirarchy is a bit different, will it still work? Example:
or does the heirarchy need to match yours exactly
cuz for example, I prefer to have the Teleport separate from the VisualDoorsContainer in case of any weird edge case scenarios
(These are still under Teleports, btw)
I'm guessing EntranceMain doesn't have any scripts on it?
it does not
ah, you're hunting for objects with the Entrance Teleport script, aren't ya
clever
If you put Plane inside of your OutsideEntranceVisualDoors GameObject, it should work!
Here is how this mod finds door objects incase anyone is curious
EntranceObjectsHelper.cs
and if not I'll wait for the fix where I can just create a separate Plane object :3
lemme lookie at dis
man your code is so clean, every function blocked out
nothing like mine 
we love if statement hell
Thank you :3
aight my doors are all prefabbed so that was really easy
moons should be fixed next update (which should be soonish as Sorrow has a critical issue that seemingly nobody but me has noticed, Carnage needs bugfixes and v0.4.0, and Gorgonzola, well, exists)
okay actually it does appear to work fine even without doing that
if you ever figure out how to get the fog to render too it'll be ACTUALLY perfect but ik that's a task
and this is still incredible
Yippee! 
that looks amazing
oh yeah my moons will probably look pretty garbo w it
they all have fog that prevents the player from seeing the edge of the water so you'll just see a hard cutoff
mhm, but this is still incredible even if a bit silly on certain moons
100% lol I think it's amazing
I assume it's normal for it to cull after a certain distance? @bright grove
Yes, the portal camera looking outside has a view distance of 250 meters and inside has a view distance of 50 meters
Makes sense
ye that's pretty reasonable
Those settings are configurable in the config
oh wow yeah even configurable per interior
cuz Slaughterhouse has such a big, flat main entrance so it's kinda obvious when it culls on Slaughterhouse
You can also enable HideDoorObjects to only see the portal screen
oooh 👀
Makes debugging easier
oh that's incredible then lol
I wonder, now there is compat for modded stuff, but how could modded doors have this implemented?
just name them the same way vanilla doors are named
Say chameleon or modded entrances
like, name every component that way
cuz yeah Slaughterhouse would benefit from a default of 100
oh do cham entrances not work?
also, even if you don't do that, Crit mentioned that in the future it may be possible for modded interior / moon devs to set their own plane
Idk, havent tested
That'll be possible once I add better support for modders, or I can manually add it to the mod. I can set a default view distance in these settings
so even if the door looks super different, interiors can have their own thing set, as long as they have windows or an open animation in the first place (which a lot of modded interiors don't)
I know this mod adds windows to mansion entrance
yeah but dynamically adding windows to EVERY modded interior is a tall ask
like a very tall ask 
Oh i didnt mean that
Was just ponting out mansion has windows now hehe
And chameleon uses mansion door for outside, maybe it does work but havent tested :3
Adding windows is not necessary, specially since now the doors have animation
So you can see inside or outside without needing a window!!!
Yeah if you wanna! I wouldn't be against it. Flow is just called "SlaughterhouseFlow", defaulting to 100 would be nice
it just uses regular facility doors, main is just beeg so it's very obvious at 50m

I feel like I remember Slaughterhouse needing a bugfix now but I don't remember what it was
OH nvm I rember
thank Nikki for changelogs
but yeah ||Sorrow currently hard crashes Unity if you crash into a tree with the Cruiser so that's uh, a bit of an important bug I should probably release a fix for soon||
I'll need to fix CullFactory compatibility
at least you can see the first tile 
true
hey you'll maybe barely be able to tell in Slaughterhouse probably not really cuz the doorway is so fuckin big

It works on my interior, that's the fusebox light there on the left, but it doesn't seem to render anything else
Mineshaft kind of works the same way, I can't see anything except the lights when the interior is mineshaft until I'm very close to the window, just in my interior's case it never renders the inside
chamelon works with the mansion exterior door. It's just to make it not look wrong you have to turn the windows off on the interior doors via immersive entrance's config
you can still see through the middle of the door when you open it
Are you using CullFactory?
Yes, that's with cullfactory
This mod isn't fully compatible with CullFactory yet
Okay, cool, just wanted to make sure there wasn't anything wrong on my end.
lets gooo
The void
yes ive been lurking it since the start, i always wanted something like this
hows the performance? since its a camera right?
it's good :]
SlaughterHouse from Nikki herself
Devour peak hehe
What they said, Slaughterhouse c:
super cool interior, will 100% be playing it! :D
Wesley and I even made a trailer for it that's pinned in my thread if you want to go check it out
Definitely one of my favorite projects
oh woah the big Wesly?
thats crazy
I'll def be checking that out
I mean Wesley is the one who introduced me to DEVOUR, the game it's based on

oh intresting
ive heard of that game
He's really fun to hang out with when he's not completely absorbed into updating or making new stuff
Unfortunately, when he IS cooking, he tends to vanish
oh my god i love this mod i've been waiting for it for a long time 
@bright grove could we get an option in config to disable mansion door windows and just have the outside doors become mansion doors if the mansion is the interior
#1501761071067693137 message
I don't know about replacing the outside door yet
Maybe in the future
Aah
and just have the outside doors become mansion doors if the mansion is the interior
this is a thing in Chameleon if you're interested in that
Use chameleon
Haii cookieee


Wasn't there a mod that opened the facility doors in real time if I'm not mistaken?
Similar to this one but they actually opened
I dont rhink it would have paired, since the other mod would have done this same feature plus actually opening the doot
Door
Seamless entrance hehe
But yeah noone was able to figure out a way to do it good enough
Im really glad we got this mod tho, might not be the same but it honestly might be even better hehe
Zehs cooked heh
I already heard good stuff about the mod
I have the same problem and dont use cull factory
@bright grove if im a few feet away from the door i dont see the inside or outside and from inside i cant see the moon's fog
Fog doesn't render through the portal and the distance is intentional for performance and can be changed in the config
ok
Can you send me your profile code?
the portal should have fog, @bright grove can that be added next update
#1501761071067693137 message
it's not that simple my guy, please read before suggesting things
dude i was inside and seeing purple trees on vow
also fog for immersion
it will take time to figure out, just think on it i guess
019e1386-402c-3d86-f8aa-11f42fbe2bb6
What interiors are currently compatible or at least don't look broken/work
if you just copy and paste from the vanilla moons, it should be fine right?
you're kinda just gonna have to see for now. If they use vanilla doors and are structured correctly and updated, they most likely work. if not, they probably don't.
ah k
most likely, yeah
hmm, I think this is a problem with the position
I think he just wants to give you an hug 🤗
Holy cow
@bright grove whenever you look at CullFactory compat, lemme know if there's anything I need to do, but I'm curious, any idea if the camera view origin can change independently of its transform position? If so, you might be able to fix it without hooks, otherwise I may need to add some camera origin override system
seems like maybe overriding worldToCameraMatrix while leaving the camera position at the door could work if I'm reading correctly
also the fog has some issues
yea that's nothing to do with CullFactory, not sure what the issue is there
definitely something I could try to help look into when I'm not busy, but I feel like Scoop might be a better bet for that
@misty swift Please help. I don't know how to make the custom pass ignore my portal shader/material. With the custom pass on, it's giving me weird results and fog doesn't work correctly. With custom pass off, fog still doesn't work.
🥺
.
Portal Camera settings: Custom Pass ON with Fog ON
The ground gets really dark for some reason when you are far from the portal with Custom Pass enabled
Portal Camera settings: Custom Pass OFF with Fog ON
OMG i got scared i thought you found a way to instantly tp between them
Love the fog tho its peakkkk
The fog is not supposed to look like that
Its fog tho!
So this is a camera to a rendertexture for the portal?
And you're toggling the outline/color grading pass on that camera?
Yes to both
I'm not good at HDRP or Rendering, so your help is very much appreciated 
so it's been a moment, but if I remember correctly the lethal custom pass is a bit funny in that it actually re-applies volumetric fog within the pass
So by having the main camera looking at the portal, and the portal rendering with the pass, you're getting 2 layers of the pass and ~4 layers of fog
I think the best way to handle this would be to overwrite the main custom pass to support a pre-pass that disables it for certain materials
and then have the portal use that material, so that it doesn't get rendered with the pass on the main camera
If you're familiar with HLSL shader code a bit, my thinking is you would alter the custom pass.
Right now it does two passes, one for ReadColor and one for WriteColor.
If you add another DrawFullScreen before ReadColor, that writes a buffer that has one color for materials that should be affected by the pass and a different color for materials that should be excluded.
Then you pass that buffer into an altered version of the pass shader, one that checks that buffer first and doesn't apply any of the outline/color grade/etc if the color matches the exclude color.
Then the mod just needs to swap the base game custom pass/shader with your new one, and then you'll be able to exclude the portals from the custom pass.
I am not familiar with any shader code 
this should be on the easier side, and you could probably even write the extra pass in Shadergraph if you wanted to avoid actual HLSL
I can see if I can find some time to write up some pseudo code/snippets for it too, if you need help
Thank you so much for the information 
i know that info isnt directed at me but that is incredibly useful for me as well so thank you too
Honestly I think it would just be a very useful mod, to extend the shader to allow excluding specific objects.
If I had worked closer on the implementation for the main game I would have liked to add it in vanilla's version.
I was extremely close to receiving the 1:1 result i needed but it always turned out too bright and I had given up at the time. Time for round 4 later...
great mod cant wait for fog to be finished 
i love this mod thank you 
huh for some reason I got the impression that was a feature of the new custom pass already
Good chance that this does not work on custom interiors, as when i had it sometimes i would get an infinite loading bug
at least with my pack
It's definitely something weird breaking it, I found it to work on Generic's interiors (ones that were updated to v81) in a basically empty pack but the moment it was added to my 122 mod well rounded pack it didn't work at all, not even in vanilla interiors
I don't see how this mod could be causing an infinite loading bug. I've used this mod on some modded interiors and it worked find. Worst case is the portals just don't spawn because the doors the inside has are not compatible. I would need to see your profile code and LogOuput.log file to know for sure though.
Ill load up and get a log file
Only send your log file if you get infinite loading again
Ya thats the plan
I got the CustomPass replacement working! I set the _OutlineThickness 10x to test if it's working
oh fuuuck
Now I just need to work on making the custom pass and posterize shader ignore the portal screen material
Yesssss
Vow with Foggy weather
First screenshot is outside
Second screenshot looking through the portal
WHERE DID YOU HIDE MY RED TREES
Vow on clear weather. The skybox in the portal camera is currently not working properly. I will fix that later
The rendering is now almost 1:1 with the player camera
we're really close!
I wonder if zeekers has seen this yet
My current testing may have pointed out that ether this was a file issue or a mod i no longer have as i have not gotten the bug
Nope scratch that sending that now
The message is the error i got and also the log, of note i was playing for the longest time on file 2 and got no error and i went and deleted both and started fresh on file 1 and first land on EXP got me this
019e2902-d732-4a00-1a79-653fe9d044e4 thy mod pack
Also it is a interior i don't know what interior but it is one, i tested with out them and it loaded
@misty swift Looks like I got it working! The only problem I'm facing now is the near clipping. Using an oblique projection matrix makes the fog render incorrectly. Do you think I could near clip to the portal screen plane using a fullscreen shader on the portal camera?
It's looking really good so far!
So is the near clipping issue related to avoiding rendering things that are 'in front' of the door, since the portal camera is in the same relative position as the player at the connected door? Just trying to understand the method so far.
Yes
Zehs i fixed the issue im pretty sure it was dawnlib i regenerated the config of dawnlib and it worked
When in doubt regenerate shit
Awesome!
@uncut estuary
dawnlib's config has basically nothing in it other than debug logging lol
the actual configs for mods are separate from dawnlib's own config
Okie
Dude this mod was peak before but holy shit dude
It’s so beautiful
Ah, okay. And so the oblique projection matrix would let you angle the camera's near clip plane to match the portal angle.
Hmm. That's a tricky one. I think ideally you would find a way to make the fog work with an oblique matrix, since that's probably the best way to clip exactly what you want. Any other clipping method is probably going to be a bit off.
How does the fog render incorrectly with the oblique matrix?
I suppose another option would be an additional draw objects pass on the portal camera using a shader that can fade out/cull pixels based on a plane, but that's a bit more work.
@misty swift This is how it looks when I'm using the oblique projection matrix. Fog looks wrong and the ground or sometimes walls get really dark.
I've looked around a little bit and it seems to be a Unity bug
Yeah I'd love to believe that since oblique projection and volumetric fog are both base unity features that they'd work correctly together.
Unfortunately having used unity... I'm not surprised they are incompatible.
I think the best option is a cutout shader for everything being drawn with the portal camera then? Similar to the shaders used to hide walls that are between the camera and player in various third person games.
That will require another custom pass on the portal camera specifically though, I think, and I'm not sure how well it would play with mods that use non-standard materials.
I've been thinking that too. Using a custom pass on the portal camera with a cutout shader. I've already started on it a bit.
https://github.com/ZehsTeam/LethalCompany-ImmersiveEntrance
Stack trace:
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.ApplyScreenCrop () (at ./MonoBehaviours/DoorPortal.cs:338)
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.InitializeScreen () (at ./MonoBehaviours/DoorPortal.cs:333)
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.SetMainEntranceData (com.github.zehsteam.ImmersiveEntrance.Objects.MainEntranceData mainEntrance) (at ./MonoBehaviours/DoorPortal.cs:112)
com.github.zehsteam.ImmersiveEntrance.Managers.EntranceManager.SpawnDoorPortal (EntranceTeleport entranceTeleport) (at ./Managers/EntranceManager.cs:100)
com.github.zehsteam.ImmersiveEntrance.Patches.EntranceTeleport_Patches.Awake_Patch (EntranceTeleport __instance) (at ./Patches/EntranceTeleport_Patches.cs:13)
(wrapper dynamic-method) EntranceTeleport.DMD<EntranceTeleport::Awake>(EntranceTeleport)
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.InitializePivot () (at ./MonoBehaviours/DoorPortal.cs:250)
com.github.zehsteam.ImmersiveEntrance.MonoBehaviours.DoorPortal.Start () (at ./MonoBehaviours/DoorPortal.cs:80)```
The old error also said hi because of course it did
It tricked me
Can you send me your full LogOutput.log file and profile code?
That log is no longer there its working again now(For how long idk) but ill send the code and the log output if it happens again
019e2d30-5d7a-8819-38ed-37f5f495b547
knowing my luck its one of those errors like the gals that only i fucken get
[Error :com.github.zehsteam.ImmersiveEntrance] [EntranceManager] Failed to link main entrance portals. InsideMainEntrance is null. [Error :com.github.zehsteam.ImmersiveEntrance] [EntranceManager] Failed to spawn main entrance door portal. There are already 2 entrance portals.
That is not good. Which moon and interior was that on?
The mod shows which moon and interior you are on in the logs
Okie
is the issue that the fog appears thicker than it should when you step far back into the start tile? I wonder if you could just use a fog volume to cut off the fog just inside the door?
I assume traditional rasterized stuff is working fine, but maybe I'm misunderstanding where this is going wrong precisely
Issue for what?
you were talking about problems with the fog and the oblique projection matrix
or I got the impression it was about the fog, it's not totally clear to me
It looks like the posterization custom pass doesn't like the camera having a high near clip plane too. It makes some floors and walls dark when the object is far from the camera @misty swift
Yeah, I'm having issues with that
I should add a volume to remove fog behind the portal screen
yeah, that's what I was thinking
if the issue was that it's rendering the fog ignoring the near plane, that should help, though it's obviously not a perfect solution since the fog resolution is quite low
That would make sense, as the outline part of the shader uses the depth buffer for determining where outlines should be drawn. Messing with the near/far clip plane will change those values.
And yeah, a volume to remove the fog is definitely worth a try.
huh, it doesn't absolutize the depth values for the depth edge detection?
but then again, when I was looking at this crap I remember seeing that there was a note on one of the depth unit conversion functions saying it doesn't support oblique projection matrices, or something to that effect
or not that it's not supported, but that it isn't correct
Just a guess, but I think everything should work fine if a fullscreen shader on the portal camera could cull out all of the pixels in front of the portal screen while using default near and far clip planes
But I don't know how to do that
I'm not sure what that does for the depth sampling 
isn't it already dropping pixels that are nearer the camera than the near plane in rasterization? that doesn't affect the depth buffer's units
the depth is in a 0-1 range from far to near (or the other way around, I forget), and that is supposed to be converted to absolute units based on the projection matrix when running shaders against it
so I would assume that if it's behaving strangely, it's the conversion on the posterization fullscreen pass that's screwing it up
I think the reason it doesn't work well with the default algorithm is because that one is optimized for the usual projections with parallel near/far planes
assuming that simplifies the math a good bit
Holy scrap spawn 
lol it's even aligned to the door pretty well
it's honestly a bit of a pain in HDRP I think, unfortunately
I haven't seen the new posterization shader code though, so not sure if it's a tricky fix or not
You can see it on my project's GitHub page
if my memory serves me, I think there was a sampler function that converts to absolute units, maybe that's what it uses? if so, digging into that function to find how it actually samples the texture and then using a different unit conversion might work
ah okok
I'm replacing the posterize shader to allow it to exclude the portal screen material
yee I should have a look at it
did you commit the original and then apply your patch on top in a separate commit? I'd be curious to see the changes that were necessary
if they're minimal, might be nice to get that into base game
I hope I did it in an optimal way. I'll admit that I used the help of AI since I can't write shader code >.<
I don't remember
I think you'll just have to download the original and mine and compare with a tool
I have watched a few videos on shaders though so I can understand some basic stuff
that's fair, I only know so much too
Having a fog exclusion zone behind the portal screen causes some weird visual artifacts and flickering
I forget if the voxels of the fog follow the camera, but that doesn't seem all that unexpected given its low resolution 
With fog exclusion enabled
With fog exclusion disabled
I think I'll just leave the fog exclusion zone out
Or I could make it a config setting
hmm, wouldn't it look strange in motion though? the fog getting thicker as you step backwards?
I wonder if there's a way to align the voxels of the fog
that's something I hadn't considered, but it's a bit like a technique I used for a cloud renderer replacement in minecraft
lol fair enough
I'm happy if it's a config option
do you have an example screenshot for this? it seems like the artifacts should be minimal when viewing the portal straight on (though it would push the thicker lines further out in line with the distance to the oblique near plane), but at off angles, you might potentially see edges appearing parallel to the near plane
I thiiiink maybe the solution is to create a function to convert from device depth to linear depth and then back to a hyperbolic scale so that far depths still appear flattened like in vanilla
I also have additional settings and debug settings
I can send you the latest dll and asset bundle file so you can see for yourself using the debug settings
I dunno if I can directly take a look rn, but lemme try and come up with a quick and dirty function that may convert from device depth to a similar hyperbolic depth that is consistent across the frame
I can send some screenshots then
Okie
float SimulatedDeviceDepth(uint2 pixelCoords, float4 zBufferParam, float near, float far)
{
float deviceDepth = LoadCameraDepth(pixelCoords);
float eyeDepth = LinearEyeDepth(deviceDepth, zBufferParam);
float num = near * (far - eyeDepth);
float den = eyeDepth * (far - near);
return num / den;
}
mayhaps this works
might work to replace the zBufferParam parameter with _ZBufferParams, hopefully that's declared in the helper includes
float SimulatedDeviceDepth(uint2 pixelCoords, float near, float far)
{
float deviceDepth = LoadCameraDepth(pixelCoords);
float eyeDepth = LinearEyeDepth(deviceDepth, _ZBufferParams);
float num = near * (far - eyeDepth);
float den = eyeDepth * (far - near);
return num / den;
}
where near and far are just the MainCamera near/far plane distances
I'll have to try this a bit later
@stuck cliff This is what happens with the posterization on and using oblique projection
ah, the just that the lines appear a lot more pronounced at farther distances?
that does seem like what I'm hoping this function would improve
it should be a drop in for the LoadCameraDepth calls, except for the near/far that can be hardcoded wherever you like
I think the dark splotch on the cliff outside also fits that, the near plane at that angle is skewed so that the depth to the left is farther than the depth to the right, making it a more extreme angle
ah, wait, that function needs to use a different LinearEyeDepth overload for the oblique projection matrix, hmm
I theeeeeeeenk this works
float SimulatedDeviceDepth(uint2 pixelCoords, float near, float far)
{
float deviceDepth = LoadCameraDepth(pixelCoords);
float2 positionNDC = (float2(pixelCoords) + 0.5) * _ScreenSize.zw;
float eyeDepth = LinearEyeDepth(positionNDC, deviceDepth, UNITY_MATRIX_I_P._m30_m31_m32_m33);
float num = near * (far - eyeDepth);
float den = eyeDepth * (far - near);
return num / den;
}
Any insight into what causes the render to just be solid gold light?
What you are seeing is just the vanilla LightBehindDoor object. That means the portal is not rendering. The portal only renders when you can within a certain distance to it and looking at it to save on performance.
If you are seeing this while really close to the door and playing on a modded interior, it means the interior is not fully compatible with this mod
Gotcha, I've all the view distances + activation range maxed, so was definitely the interior then.
Was either sub sys or storage complex, don't recall now.
Oh yeah, one thing I had forgotten
Since you're replacing the custom pass shader, if you want it to work with the VR mod you can change
float exposureValue = LOAD_TEXTURE2D_X(_ExposureTexture, uint2(0,0)).r;
to
float exposureValue = LOAD_TEXTURE2D(_ExposureTexture, uint2(0,0)).r;
on line 53
That's not in the base game version sadly.
I feel like it might be worth making a custom pass replacement mod separately honestly, since I think Pool Rooms' reflection probes might benefit from the better oblique projection handling as well
more work though 😅
and that way anyone that needs a new feature can PR it into that mod so that we don't end up with multiple mods fighting over changes to the pass
I'm not sure if LCVR does anything to the custom pass atm but I recall there was some bug with it initially at least
Let Us Pray
What should the mod be called? BetterPosterization?
What about the other LOAD_TEXTURE2D_X? And what about LOAD_TEXTURE2D_X_LOD?
I'm not sure how to exactly use this
you would just call it in place of LoadCameraDepth and pass the desired near and far plane distances as the second and third parameter respectively
or like I said, hardcode those near/far values in the function so it's a drop-in replacement
That's a good question 😅 I think that seems reasonable enough though
(only replace the calls within SobelOperator_Depth actually, I don't think any others need it)
The rest of them are fine, the issue for VR was that specifically the _ExposureTexture in HDRP is set up in a way so if you try to access it for the second eye then it returns nothing. So the fix is to simply ignore the XR setup for exposure.
And yeah, a general community overhaul of the shader would be great. There are so many features that would be useful to have added to it (and the VR fix).
Wish I had gotten the chance to add features to the shader before it went into vanilla
Did you take a look at my implementation for excluding the posterize shader from specific shaders?
Okie
Okay, thanks
Your exclusion method looks pretty good. Haven't worked in HDRP in a moment, my only concern (not a huge one) is if the exclusionmask draw is drawing everything again using their materials. I can't remember if PerObjectData.None covers that.
That fixed it!

Well maybe

It seems to work better with oblique projection
But having a regular high near clip plane still makes it dark
in the portal camera you mean?
Yes
I don't know
If I have time I can check in renderdoc, that should show if it's using the materials or not
hmm, could you show what exactly that looks like? I'm curious when it starts falling apart
one thing you could do though is to output the simulated depth directly in FullScreenReadPosterize to see if it gives any clues where it's breaking down
Do you mean just returning the simulated depth value instead of the final color in FullScreenReadPosterize?
ohh no the near and far clip should be hardcoded to whatever the vanilla camera uses
Ohh okay
that way it will remap the depth from any camera to the vanilla range
that makes sense why it's breaking down, i assume you don't set the near clip plane in the oblique mode
this custom pass also replaces the one that runs on MainCamera as well right? I'm curious if my formula changes things visually at all
with the config option I assume it would be pretty easy to get perfect side by side comparison screenshots
hopefully it's a no-op for a normal camera
I was a bit confused
yee no worries
Yeah it does run on every camera
I have the config setting to toggle it on and off to see if there is a visual difference
That seems to have fixed it for oblique projection and normal near/far clip planes! 
Now I just need to adjust my calculations for the normal near clip plane. It should not be doing this
It's almost working as good as oblique projection when you are within a reasonable distance, and it makes fog look normal!
Should I just leave it hard coded or pass in near/far values from the player camera in the CustomPass execute?
I'd say hardcoded is fine, but if you want to be fully sure that future updates don't require changes that would be fine too
does setting the near clip plane before assigning the oblique projection matrix help with the fog in that mode?
sounds like a combination could be helpful maybe
No it doesn't. I'm either setting the near clip plane or using oblique projection in the NearClipPlaneMode setting
huh, does that mean that setting it to an oblique projection matrix is replacing the value of the near plane distance that was assigned previously?
seems strange for it not to affect it 
I think setting the projection matrix just ignores near/far clip plane values. I'm calculating the oblique projection matrix off of the portal camera and I think it's just using the clipPlane paramater as the nearClipPlane instead of the value on the camera
yeah it's very possible it just derives the near plane from a very naive formula based on the projection matrix
that's disappointing
The player camera looks the same to me with this new simulated depth
I compared some screenshots

FOG? 
Yers :3
is that the irl GTA5 place
@stuck cliff Do you know which moons use this? I remember you mentioning something about it before
Experimentation does
just not right at the entrance area
I know some of @pliant mulch use it too I just don't know which still do
super bomb survival in 2026
the world is healing ❤️🩹
not as the weather but as the "effect enabled" in an audio reverb trigger
Oh whoops, missed that it says "Weather"
I suppose for the visual it's still important?
Which ones still use it, do you remember?
no fuckin clue
experimentation does
oop
messages didn't load for like 10 seconds, I see someone answered already lol
good ol discord
Okie, thanks
@stuck cliff How do I use your ILMatcher to match these instructions?
I saw you had something named that in OpenBodyCams and LethalSponge
I want to replace these instructions with my own
oh that's funny, I didn't know Scoops brought over those classes
or maybe I forgor lol wouldn't put it past me
guess I forgor
the match for the first screenshot would look like
matcher
.Find([
ILMatcher.Call(typeof(StartOfRound).GetProperty(nameof(StartOfRound.Instance)).GetMethod),
ILMatcher.Ldfld(typeof(StartOfRound).GetField(nameof(StartOfRound.spectateCamera))),
ILMatcher.Callvirt(typeof(Component).GetProperty(nameof(Component.transform))),
ILMatcher.Callvirt(typeof(Transform).GetProperty(nameof(Transform.position))),
ILMatcher.Stloc().CaptureAs(out var storeSpectatorCameraPosition),
]);
and then when you replace the match, you can instantiate the instructions you want and then follow them up with the captured stloc instruction to store it to the variable
also if you're importing the classes, I'd recommend doing it from the LC_OpenBodyCams repo, since that's where I make all my granular commits for it to keep a central source up to date
(that's where it originated)
it's had a lot of bug fixes since the version that Scoop grabbed, though probably not relevant to your patch I'd guess thankfully
ah actually, it is important to get the up-to-date version, captures aren't implemented in that earlier version
Okie, thank you
Is this how you do it?
I'd prefer to print an error if !injector.IsValid and then return the original instructions, that way you know if the vanilla code changes later
Would it be okay to print that in an else block and just continue the transpiler code?
Or I guess I could just return too
yeah that probably would be fine too
I wouldn't recommend even trying unless you come up with a really creative solution
I attempted to make a solution for OpenBodyCams that would work if weathers were set up like vanilla
spoiler alert: they were not
and I couldn't convince people to change them 
my recommendation would be to do something that only affects vanilla weathers and then let custom ones deal with it themselves if they won't conform to the vanilla setup, it's really not worth the effort

sorry lol my experience with that just got me pretty cynical about it, essentially to support custom weathers you have to patch them yourself or let them make compat for you
I am in the midst of doing a custom weather and i set the far clip range of the camera to 2000 when outside, i cache the far clip range at the start and set it back to the cached value when entering the facility or when the day ends, to compensate for any mod that permanently increases the far clip, i do not mind making compat
2000!?
that sounds like it woudl conflict with cullfactory's setting
unfortunate thing is that we have no standard for this type of thing, so you would be hardcoding support for one such mod instead of all mods like it
really really really not a fan of the status quo
I guess I should talk to xu about how it should work sometime, if my memory would be good enough for that
It is necessary...
Are u making a moon or a weather
Weather
Yeah, I'll probably just have support for vanilla weathers. I'm curious to how modded weathers works, so I might take a look still
the registering is pretty standard, the tricky part is how they toggle visibility/track players or cameras
the vanilla setup has one object that is fixed and stays on (iirc), and one that follows the player and gets disabled when inside
if every mod used that model then OpenBodyCams could just mimick the vanilla logic with a cloned version of each weather and it would Just Work
otherwise, WeatherRegistry needs to provide API to toggle weather in a way that is safe to do per camera callback
I see
Have you checked out my current weather implementation? The GitHub is up to date
oh, is it forcing the player-following weather object to stay by the outer door when inside? seems reasonable enough
I could imagine there's a possibility of something (like for example rain particles) making it down to the interior, but it seems unlikely at least in vanilla
Mhm
How were you doing it for OpenBodyCams when you tried?
Or I guess it wouldn't matter since you are only ever viewing the camera output from the ship
Don't the particles have collision? They shouldn't ever make it down to the interior
They would hit the terrain mesh at worst I feel like
interior ceiling should be a one sided plane no?
the origin of particles could clip into the wall that the doorway is on, but it's not really likely to be an issue (and tbf usually terrain extends through the wall)
it'll probably be fine
the solution for OpenBodyCams was just to duplicate the weathers for each bodycam and run the same logic against them that runs against the weathers following the player, then set the visibility based on the camera being rendered
Ohh because weather is only rendered in a small area around the player?
yee
I didn't really check how big the particles extended
so if I just moved the weather to the body cam target, then a player looking out of the ship could see the rain stop
the rain area isn't very big, something like 20 meter radius
Mhm
OMG this is so awesome

Do you have any recommendations to make this mod compatible with CullFactory? I saw you've been pushing some updates @stuck cliff
that's a real good question tbh
I'll see if I can look into a way that doesn't involve soft compat
@bright grove are you using Camera.Render() instead of just enabling your camera? I don't see it in Camera.allCameras
Yes, because I couldn't figure out how to make the portal camera render before the player camera and spectate camera
right, I'll see if I can look into that too
I wanna say I vaguely remember discussing something for that before
at worst, though, you could transpile HDRP to sort the camera order
it might not even require a transpiler actually, not sure
depends if they make a defensive copy of the list in beginContextRendering
the downside of doing it with Camera.Render() is that it introduces a bunch of setup and teardown overhead, and with CullFactory it also forces switching visibility twice every frame rather than potentially zero times
anyway, trying not to get sidetracked from that 😅 lemme look at what CullFactory is doing with your cameras
I didn't even think about that. Thank you
Ahhhh, it looks like there's actually not really an issue with CullFactory exactly, except for the fact that it cares about the near plane, I think
for factory, there's a first tile with no renderers that has a door into the actual start tile, and the near plane of your portal is probably a little too far forward to intersect with my portal for that doorway
(the latter portal as in the context of portal occlusion culling 😅)
if I just remove the near plane, I think it'll work, lemme check
it's not really important to include the near plane anyway
Okie :3
pushed an update to make CullFactory work better with ImmersiveEntrance
no guarantee that it'll work with all interiors though, unfortunately, since the camera may end up originating in another tile if you stand far enough back
might be good to look into whether you can set the camera position independently of the projection matrix
@bright grove for the render order, did you try setting Camera.depth lower than MainCamera's value? Looks like that is -1, so you would need a value less than that like -2.
I'll try that
Okie
It sounds like you may be able to leave your camera position slightly inside the start tile from the portal plane and then create a custom worldToCameraMatrix for the real viewing angle of the portal, that should allow CullFactory to find it properly. That said, I did just make CullFactory rely on the camera position to calculate a near plane with distance 0 😅 I'll probably need to revert that once you have it set up so CullFactory can find the starting room
You would be able to test that fix against the prior version, though
@bright grove I'm seeing it sometimes not working even on vanilla interiors and moons, any idea what would be the culprit in this case? This is just facility on March.
I'm not sure. Do you still have your log file from this run?
I guess this has been alr fixed but.
Tested with vanilla items too (a flashlight) and it doesn't get rendered neither
Damn it, slipped my mind. Easily reproducible though, I'll fetch you one today.
pretty easy to confirm if this is CullFactory doing it, you can toggle culling in-game with LethalConfig
probably is CullFactory tbh, but not sure why it would be doing that
I Remember Cull factory doing the same thing on some unoptimized interiors like School, so that's why it was my guess
Can 100% confirm it's CullFactory
tyty
any idea if this is a regression in the latest version?
I hadn't heard about anything like this until today
sorry, I don't understand
did this happen with the previous version of CullFactory?
I'm using the latest version
no, current version
Will test on previous version
This happened to me with toilet paper while I was testing my mods on public lobbies
No, this is the previous version.
It seems that the current version is the one with the bug
Got you a log @bright grove. Facility on Exp this time. Same phenom as previous pics from facility March.
hi how to make work immersiveentrance to custom moon / custom interior because always blank like this is.
would it be possible to add audio through the door so you can hear on both sides?
but it would be slightly muffled
I don't think there is an easy way to do that
fair
that would be nightmareish to figure out
lol
invisible walkie on both sides /j

sadly, with the way walkies work, it wouldn't really be that easy
hence the /j
two cans and a string through the door
an iq too high?
I was actually thinking about adding some sort of audio feature
But that would have to be later
@stuck cliff What if I just temporarily disable CullFactory when you are looking at the outside portal?
versus what? did you have trouble with what I suggested?
I didn't have time to look into that yet. I want to push this update out before tomorrow. This can just be a temporary fix for now. I have a config setting to disable it if anything goes wrong
hmm, gotcha
is this to work around the issue of items becoming invisible? that's probably a bug on my side, I just haven't gotten to look at it yet
It won't fix items in your hand going invisible when you are looking into the outside
But it'll fix the interior rendering as nothing randomly
is that happening a lot?
When moving around
I was hoping the last update would help significantly with that
It happens pretty consistently. Especially on Mineshaft interior
You have to be right up against the door to see inside
I've seen that one too, yeah
It seems like disabling/enabling the CullMethod game object is enough to stop CullFactory temporarily
Did you get the chance to look at my log Crit, or not yet. I can't figure out why it's doing that on vanilla things, but the logs invariably tell me the mod is failing to connect the entrances.
I checked your log a little earlier and it looks like the main entrance doors are trying to spawn twice for some reason. EntranceTeleport.Awake() is being called twice or there are 4 main entrance doors for you for some reason. Might be a mod conflict
I have it in the code to still work if there are more than 2 main entrances. It should just connect the first inside and outside entrances that tried
Entrance tp optimizations? Can't think of what else would do that.
Is that a mod?
Yeah
Matty's thingy. I'll test.
https://thunderstore.io/c/lethal-company/p/Zehs/ImmersiveEntrance/
Yay. Doing a bit more testing Crit, but from what I've seen so far, fairly certain Matty's mod is the problem
matty mod 4
there's an API for disabling culling for a particular camera
so if that camera renders, everything is visible
that also works, but it's not really a tested approach
Oh I didn't know
I'll update it tomorrow
yeah no worries tho
I don't really expect disabling the CullingMethod to cause serious issues, it's just not something I've really tried
toggling in the config destroys it instead
would you possibly make a window for the fire exits? something like this maybe?
or like these
This'd be very cool if doable—I like the first and third variations, not smol window 
just not sure what to do with the text on the actual door unless it gets moves lower down
I mean does it need text? I'd be fine without it.
Yeah samezies 
@bright grove "There are already two entrance portals" Modded moon but vanilla facility, not using entrance tp opt this time around nouuu
how are you supposed to know its a fire exit then smh
hurdy dur, it could def be a problem. We're gonna need an even brighter shade of red so people don't confuses its withs other red doorsies thats does differents things 