diff --git a/.gitattributes b/.gitattributes
new file mode 100644
index 0000000..dfe0770
--- /dev/null
+++ b/.gitattributes
@@ -0,0 +1,2 @@
+# Auto detect text files and perform LF normalization
+* text=auto
diff --git a/Blackout/Blackout.csproj b/Blackout/Blackout.csproj
new file mode 100644
index 0000000..5bbb158
--- /dev/null
+++ b/Blackout/Blackout.csproj
@@ -0,0 +1,55 @@
+
+
+
+
+ net472
+ enable
+ latest
+ false
+
+
+
+
+ C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll
+
+
+ C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll
+
+
+ ..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll
+
+
+ ..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll
+
+
+ ..\..\Giamoz\Giamoz\bin\Debug\net472\Giamoz.dll
+
+
+ C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll
+
+
+ C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll
+
+
+ ..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AnimationModule.dll
+
+
+ ..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AssetBundleModule.dll
+
+
+ C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll
+
+
+ C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.InputLegacyModule.dll
+
+
+ ..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll
+
+
+
+
+
+
+
+
+
diff --git a/Blackout/Blackout.sln b/Blackout/Blackout.sln
new file mode 100644
index 0000000..4433874
--- /dev/null
+++ b/Blackout/Blackout.sln
@@ -0,0 +1,25 @@
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 17
+VisualStudioVersion = 17.2.32630.192
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Blackout", "Blackout.csproj", "{1D5ABEE5-ACFA-4B0C-9195-968FA3DFEECD}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Any CPU = Debug|Any CPU
+ Release|Any CPU = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {1D5ABEE5-ACFA-4B0C-9195-968FA3DFEECD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+ {1D5ABEE5-ACFA-4B0C-9195-968FA3DFEECD}.Debug|Any CPU.Build.0 = Debug|Any CPU
+ {1D5ABEE5-ACFA-4B0C-9195-968FA3DFEECD}.Release|Any CPU.ActiveCfg = Release|Any CPU
+ {1D5ABEE5-ACFA-4B0C-9195-968FA3DFEECD}.Release|Any CPU.Build.0 = Release|Any CPU
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {698498B4-20BF-45AF-A7A3-2F8091D6AE7E}
+ EndGlobalSection
+EndGlobal
diff --git a/Blackout/BlackoutController.cs b/Blackout/BlackoutController.cs
new file mode 100644
index 0000000..e843bf1
--- /dev/null
+++ b/Blackout/BlackoutController.cs
@@ -0,0 +1,112 @@
+using ABI.CCK.Components;
+using ABI_RC.Core.Player;
+using ABI_RC.Systems.IK;
+using ABI_RC.Systems.IK.SubSystems;
+using HarmonyLib;
+using MelonLoader;
+using RootMotion.FinalIK;
+using UnityEngine;
+using UnityEngine.Events;
+
+namespace Blackout;
+
+/*
+
+ Functionality heavily inspired by VRSleeper on Booth: https://booth.pm/ja/items/2151940
+
+ There are three states of "blackout":
+
+ 0 - Awake (no effect)
+ 1 - Drowsy (partial effect)
+ 2 - Sleep (full effect)
+
+*/
+
+public class BlackoutController : MonoBehaviour
+{
+ public int BlackoutState = 0;
+
+ //degrees of movement to give partial vision
+ public float drowsyThreshold = 1f;
+ //degrees of movement to give complete vision
+ public float wakeThreshold = 12f;
+
+ //how long without movement until the screen dims
+ public float enterSleepTime = 3f; // MINUTES
+ //how long should the wake state last before return
+ public float returnSleepTime = 10f; // SECONDS
+
+ //private BlackoutController instance;
+ private Quaternion oldHeadRotation = Quaternion.identity;
+ private float lastAwakeTime = 0f;
+ private int nextUpdate = 1;
+
+ void Update()
+ {
+ //only run once a second, angularMovement is "smoothed out" at high FPS otherwise
+ float curTime = Time.time;
+ if (!(curTime >= nextUpdate)) return;
+ nextUpdate = Mathf.FloorToInt(curTime) + 1;
+
+ //get difference between last frame rotation and current rotation
+ Quaternion currentHeadRotation = PlayerSetup.Instance.GetActiveCamera().transform.rotation;
+ float angularMovement = Quaternion.Angle(oldHeadRotation, currentHeadRotation);
+ oldHeadRotation = currentHeadRotation;
+
+ // These are SOFT movements
+ if (angularMovement > drowsyThreshold)
+ {
+ lastAwakeTime = curTime;
+ if (BlackoutState == 2)
+ {
+ BlackoutState = 1;
+ MelonLogger.Msg("Exited Sleep state and entered Drowsy state.");
+ }
+ }
+
+ // These are HARD movements
+ if (angularMovement > wakeThreshold)
+ {
+ lastAwakeTime = curTime;
+
+ if (BlackoutState == 0) return;
+ BlackoutState = 0;
+ MelonLogger.Msg("Exited anystate and entered Awake state.");
+ }
+
+ MelonLogger.Msg($"BlackoutState " + BlackoutState);
+ MelonLogger.Msg($"curTime " + curTime);
+ MelonLogger.Msg($"lastAwakeTime " + lastAwakeTime);
+
+ if (BlackoutState == 2) return;
+
+ //check if we should enter/return to sleep mode
+ if (curTime > lastAwakeTime + (BlackoutState == 0 ? enterSleepTime * 60 : returnSleepTime))
+ {
+ BlackoutState = 2;
+ MelonLogger.Msg("Entered sleep state.");
+ }
+ }
+
+ void Start()
+ {
+ MelonLogger.Msg(Application.streamingAssetsPath);
+
+ var myLoadedAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, "blackoutfader"));
+ if (myLoadedAssetBundle == null)
+ {
+ Debug.Log("Failed to load AssetBundle!");
+ return;
+ }
+
+ var prefab = myLoadedAssetBundle.LoadAsset("MyObject");
+ Instantiate(prefab);
+
+ myLoadedAssetBundle.Unload(false);
+
+ prefab.transform.parent = PlayerSetup.Instance.GetActiveCamera().transform;
+ prefab.transform.localPosition = Vector3.zero;
+ prefab.transform.localRotation = Quaternion.identity;
+ prefab.transform.localScale = Vector3.zero;
+ }
+}
\ No newline at end of file
diff --git a/Blackout/Main.cs b/Blackout/Main.cs
new file mode 100644
index 0000000..98800a2
--- /dev/null
+++ b/Blackout/Main.cs
@@ -0,0 +1,59 @@
+using ABI.CCK.Components;
+using ABI_RC.Core.Player;
+using ABI_RC.Systems.IK;
+using ABI_RC.Systems.IK.SubSystems;
+using HarmonyLib;
+using MelonLoader;
+using RootMotion.FinalIK;
+using UnityEngine;
+using UnityEngine.Events;
+
+namespace Blackout;
+
+public class Blackout : MelonMod
+{
+ BlackoutController m_blackoutController = null;
+
+ private static MelonPreferences_Category m_categoryBlackout;
+ private static MelonPreferences_Entry m_entryEnabled;
+ private static MelonPreferences_Entry m_entryDrowsyThreshold;
+ private static MelonPreferences_Entry m_entryAwakeThreshold;
+ private static MelonPreferences_Entry m_entryEnterSleepTime;
+ private static MelonPreferences_Entry m_entryReturnSleepTime;
+
+ public override void OnApplicationStart()
+ {
+ m_categoryBlackout = MelonPreferences.CreateCategory(nameof(Blackout));
+ m_entryEnabled = m_categoryBlackout.CreateEntry("Enabled", true, description: "Dim screen when sleeping.");
+ m_entryDrowsyThreshold = m_categoryBlackout.CreateEntry("Drowsy Threshold", 1f, description: "Degrees of movement to return partial vision.");
+ m_entryAwakeThreshold = m_categoryBlackout.CreateEntry("Awake Threshold", 12f, description: "Degrees of movement to return full vision.");
+ m_entryEnterSleepTime = m_categoryBlackout.CreateEntry("Enter Sleep Time", 3f, description: "How many minutes without movement until enter sleep mode.");
+ m_entryReturnSleepTime = m_categoryBlackout.CreateEntry("Return Sleep Time", 10f, description: "How many seconds should the wake state last before return.");
+ m_categoryBlackout.SaveToFile(false);
+
+ m_entryEnabled.OnValueChangedUntyped += OnEnabled;
+ MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
+ }
+
+ System.Collections.IEnumerator WaitForLocalPlayer()
+ {
+ while (PlayerSetup.Instance == null)
+ yield return null;
+
+ m_blackoutController = PlayerSetup.Instance.gameObject.AddComponent();
+ }
+
+ public void OnEnabled()
+ {
+ if (!m_blackoutController) return;
+ m_blackoutController.enabled = m_entryEnabled.Value;
+ }
+ public void OnUpdateSettings()
+ {
+ if (!m_blackoutController) return;
+ m_blackoutController.drowsyThreshold = m_entryDrowsyThreshold.Value;
+ m_blackoutController.wakeThreshold = m_entryAwakeThreshold.Value;
+ m_blackoutController.enterSleepTime = m_entryEnterSleepTime.Value;
+ m_blackoutController.returnSleepTime = m_entryReturnSleepTime.Value;
+ }
+}
\ No newline at end of file
diff --git a/Blackout/Properties/AssemblyInfo.cs b/Blackout/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..659ebc4
--- /dev/null
+++ b/Blackout/Properties/AssemblyInfo.cs
@@ -0,0 +1,30 @@
+using MelonLoader;
+using System.Reflection;
+using Blackout.Properties;
+
+
+[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
+[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
+[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
+[assembly: AssemblyTitle(nameof(Blackout))]
+[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
+[assembly: AssemblyProduct(nameof(Blackout))]
+
+[assembly: MelonInfo(
+ typeof(Blackout.Blackout),
+ nameof(Blackout),
+ AssemblyInfoParams.Version,
+ AssemblyInfoParams.Author,
+ downloadLink: "https://github.com/NotAKidOnSteam/Blackout"
+)]
+
+[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
+[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
+[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
+
+namespace Blackout.Properties;
+internal static class AssemblyInfoParams
+{
+ public const string Version = "1.0.0";
+ public const string Author = "NotAKidoS";
+}
\ No newline at end of file
diff --git a/Blackout/format.json b/Blackout/format.json
new file mode 100644
index 0000000..4477fd1
--- /dev/null
+++ b/Blackout/format.json
@@ -0,0 +1,23 @@
+{
+ "_id": 95,
+ "name": "Blackout",
+ "modversion": "1.1.0",
+ "gameversion": "2022r168",
+ "loaderversion": "0.5.4",
+ "modtype": "Mod",
+ "author": "NotAKidoS",
+ "description": "Corrects MM and QM position when avatar is scaled.\nAdditional option to scale player collision.",
+ "searchtags": [
+ "menu",
+ "scale",
+ "avatarscale",
+ "slider"
+ ],
+ "requirements": [
+ "None"
+ ],
+ "downloadlink": "https://github.com/NotAKidOnSteam/Blackout/releases/download/r2/Blackout.dll",
+ "sourcelink": "https://github.com/NotAKidOnSteam/Blackout/",
+ "changelog": "Added option to scale player collision. Fixed some VR specific issues.",
+ "embedcolor": "804221"
+}
\ No newline at end of file