Lethal Company
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Latest version
1.0.33
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Changelog

1.0.33

  • Clicking one crew panel to focus the big radar no longer leaves every panel on that player. Each slot keeps its own player; if a radar sync overwrites a body cam, that slot puts its own target back.
  • Each panel gets its own screen material, so one slot's feed texture cannot show up on the others.
  • A cycled panel remembers its player instead of a shared list index, so someone joining or leaving does not pin every cycled monitor to the same crewmate.

1.0.32

  • Per-player map feeds use dedicated follower cameras + private RenderTextures (no longer share mapScreen RT / radar target). Multiple panels can show different players' maps; main radar / click-to-focus unchanged.

1.0.31

  • Thunderstore polish: README/config table match live defaults; packaging synced to 1.0.31.

1.0.24 – 1.0.30

Feature arc since the early cycle-button builds:

  • Fixed 4-panel stack with bottom-up fill; empty slots Off; no round-robin past MaxMonitors.
  • Cycle order: Off → each living player body → that player’s map radar → … → External → Off.
  • Cycle button restyled as a grey bezel cylinder with white face (bottom-right); hand cursor on buttons.
  • Panel hover: transparent cursor; player-name tooltip (hidden for Off / External).
  • Click panel focuses main radar / teleport target.
  • Screen emissive matches OpenBodyCams MonitorEmissiveColor; ScreenBrightness only scales night-vision fill (default 0.2).
  • Placement defaults tuned (WallInset, grid offsets, CloneScaleFactor, yaw).
  • Map-feed restore so body-cam RenderTexture returns correctly after map view.

1.0.20

  • Darker default ScreenBrightness (earlier pass).
  • Cycle includes Off; AlwaysShowMonitors keeps panel mesh with black screen + nameplate "Off".

1.0.14

  • Cycle buttons are always a bright orange cube (unlit) — no longer clones tiny/invisible vanilla CameraMonitorSwitchButton meshes.
  • Placement uses the panel face (two largest localBounds axes) with bottom-right + cabin-facing depth push.
  • Larger default size; interact hitbox kept slightly larger than the visible mesh.

1.0.13

  • Per-monitor cycle button (bottom-right): cycles that panel among living controlled players.
  • Click the monitor panel to focus the ship's main radar / teleporter target.
  • Sticky living assignments so refresh no longer overwrites a cycled player until they die/disconnect.

1.0.7

  • Fix panels floating in the cabin: never clone Cube.001; prefer SingleScreen (Quad fallback).
  • Parent clones to Cube.001 with localRotation=identity; place on the wall plane using Cube.001 MeshRenderer.localBounds.
  • Does not change OpenBodyCams quality settings.

1.0.2

  • Whitelist real screens only; PreferReuseVanillaScreens default false; clone grid relative to Cube.001.

1.0.1

  • Host-gated networking where applicable, packaging polish.

1.0.0

  • Initial release: per-player OpenBodyCams feeds on ship monitors.
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