Lethal Company
Install with App

Details

Latest version
1.0.5
Last Updated
First Uploaded
Downloads
2.3K
Likes
0
Size
147KB
Dependants

Changelog

1.0.5

  • Fixed: a Masked throwing when it went to copy an emote and nobody had one. TooManyEmotes lets a Masked perform an emote its mimicked player has unlocked, picked in MaskedEnemyPatcher.GetRandomUnlockedEmote as list[random.Next(list.Count)] - which is an ArgumentOutOfRangeException when the list is empty. The shipped store makes that rare; this mod makes it normal, because every emote starts locked until a figurine is claimed. Eight exceptions from inside MaskedPlayerEnemy.Update in one session's log. The pick now resolves the same list by TooManyEmotes' own rules and, when it is empty, answers null - the value TooManyEmotes returns when there is nobody to mimic, which its caller already handles by doing nothing. The Masked stops and stares instead of emoting. Logged once per session.

1.0.4

  • Fixed: emote props sat out of place for every player. 1.0.3's fix for figurine-sized props changed how every performer's props are attached, on the reasoning that a player stands at scale 1 so the change could not affect them. That reasoning was wrong.
  • A player's model is not at scale 1. ScavengerModel sits at 2 and metarig at 0.560814, so the propsParent every emote prop hangs off is at 1.121627 - and cancelling exactly that is what the SetParent overload TooManyEmotes uses is for. Replacing it drew every prop 12.2% too large, and because a prop's position is animated inside that parent, 12.2% further from the hands as well. Two props shipped with the compensation already baked into their prefab (jar_of_dirt, travelers.banjo) came out 25.8% out.
  • TooManyEmotes is no longer patched for this at all. A figurine's own propsParent is scaled to its height after the props are attached instead. The prop's own localScale is never written, so the shared pool gets back exactly what it lent and players are left alone entirely.
  • Appearance / ScaleEmoteProps still turns the figurine behaviour on and off. Its description was rewritten; the claim that it was "a no-op for anyone at normal scale" is gone.

1.0.3

  • Emote props are the size of the dancer holding them. Emotes that carry an object - a guitar, a bottle, a sign - drew it at full size on a figurine, so a doll the height of a mug played a full-sized guitar.
  • The cause is in TooManyEmotes: EmoteController.LoadEmoteProps attaches a prop with the SetParent overload that preserves world scale, and then sets the prop's position and rotation but never its scale. On a player at scale 1 the cancellation is invisible; on a shrunk employee Unity scales the prop back up to keep it the size it was.
  • Both call sites now use the overload that leaves localScale alone - the attach and the return to the shared pool. Fixing only the attach would have left a figurine-sized guitar in the pool for the next player to pick up.
  • New Appearance / ScaleEmoteProps, default true. A no-op for anyone at normal scale.

1.0.2

Hotfix.

  • Building the dancing figurine no longer logs a Unity error about NetworkObject. The player model it borrows is stripped of its scripts in dependency order now, so nothing is left behind that Unity refused to remove. No change to how anything plays.

1.0.1

Hotfix.

  • Figurines could be drawn squashed into a sliver and floating off the ground. A figurine is built as a child of the vanilla prop it borrows and was inheriting that prop's uneven scale. Every axis is now corrected separately, and the grab box and scan marker along with it.
  • With no SourceItem set, an evenly scaled prop is now preferred when the install has one. On 1.0.0 the same thing can be avoided by setting SourceItem to an evenly scaled item such as Toy cube.

1.0.0

First release.

  • Emotes are found on moons as dancing figurines instead of bought from the terminal.
  • Claims are first come, first served, arbitrated by the host.
  • A figurine keeps its emote when it is left in the ship across a save.
  • Three looks: a miniature of your own employee, a rarity-coloured cube, or a plain prop.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.