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Fixed some bugs
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- Spectator sync now uses localPosition so that ship movement doesn't look like constant teleporting
- Removed transparent ship doors because of immense performance issues
- Removed API
- Dynamic resolution settings no longer require a restart to apply
- Custom camera movement changed to LateUpdate to fix smoothness while ship is moving
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DaXcess committed Mar 8, 2024
1 parent b636780 commit 8d16c6c
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Showing 14 changed files with 85 additions and 379 deletions.
104 changes: 0 additions & 104 deletions Docs/API/LCVRPlugin.md

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30 changes: 4 additions & 26 deletions Docs/API/README.md
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Expand Up @@ -2,9 +2,8 @@

1. [Adding LCVR as a dependency](#adding-lcvr-as-a-dependency)
2. [Checking if VR is active](#checking-if-vr-is-active)
3. [Creating a VR plugin](#creating-a-vr-plugin)
4. [Creating a VR interactable object](#creating-a-vr-interactable-object)
5. [Registering custom doors](#registering-custom-doors)
3. [Creating a VR interactable object](#creating-a-vr-interactable-object)
4. [Registering custom doors](#registering-custom-doors)

## Adding LCVR as a dependency

Expand All @@ -15,8 +14,8 @@ LCVR is available on [DaXcess' NuGet Registry](https://nuget.daxcess.io/packages
> Make sure you have added `https://nuget.daxcess.io/v3/index.json` to your NuGet sources list
```sh
# Optionally target a specific version by adding `--version x.x.x` at the end
dotnet add package LCVR
# Target a specific version by adding `--version x.x.x` at the end
dotnet add package LCVR --version x.x.x
```

## Checking if VR is active
Expand All @@ -38,27 +37,6 @@ else
}
```

## Creating a VR plugin

LCVR allows you to create a plugin without the need to use BepInEx.

To get started, create a new class, like this:

```cs
using LCVR.API;

[LCVRPlugin]
public class MyVRPlugin : LCVRPlugin
{
public void OnLoad()
{
// Startup code...
}
}
```

For a list of available overrides, check the [LCVRPlugin.md](LCVRPlugin.md) documentation.

## Creating a VR interactable object

By default, most interactions within the game are controlled by an `InteractTrigger`. VR is compatible with these types of interactions, however since v1.2.0 some of these built in triggers have been disabled in favor of using physical interactions (e.g. having to physically press a button instead of using a "point and click" type interaction).
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158 changes: 0 additions & 158 deletions Source/API/APIManager.cs

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4 changes: 0 additions & 4 deletions Source/Assets/AssetManager.cs
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Expand Up @@ -21,8 +21,6 @@ internal static class AssetManager
public static Material splashMaterial;
public static Material defaultRayMat;
public static Material alwaysOnTopMat;
public static Material transparentHangarShipDoor1;
public static Material transparentHangarShipDoor2;

public static InputActionAsset defaultInputActions;
public static InputActionAsset nullInputActions;
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splashMaterial = assetBundle.LoadAsset<Material>("Splash");
defaultRayMat = assetBundle.LoadAsset<Material>("Default Ray");
alwaysOnTopMat = assetBundle.LoadAsset<Material>("Always On Top");
transparentHangarShipDoor1 = assetBundle.LoadAsset<Material>("HangarShipDoor1");
transparentHangarShipDoor2 = assetBundle.LoadAsset<Material>("HangarShipDoor2");

githubImage = assetBundle.LoadAsset<Sprite>("Github");
kofiImage = assetBundle.LoadAsset<Sprite>("Ko-Fi");
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