CrewMonitors
4-panel crew OpenBodyCams stack: body/map/external cycle, click-to-focus radar, OBC-matched screens.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
mapScreenRT / 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
CameraMonitorSwitchButtonmeshes. - Placement uses the panel face (two largest
localBoundsaxes) 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.
