the cutting room mirror

Somnasculpt Workshop

This is a sub-page of Superliminal/Unused Areas and Objects.

Unused Lighting#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check if the two point lights that are out of bounds are viewable. (They're inside WorkshopRoom/Astral_Somnasculpt_New (1)/_SleepClinic_Lobby/Bedroom/)

WorkshopRoom#

Unused lights off

Unused lights on

All of the buttons on the soda machine have disabled point lights because the only button that is made triggerable is the Random Soda button, while the rest are covered by tape and have their UnityEngine.Light component turned off.

DreamConstructionRoom#

Unused lights off

Unused lights on

Inside the goal elevator are four unused lights, one area light, one spot light, one point light and a reflection probe. (Only the spot and point lights are viewable).

Unused Objects#

WorkshopRoom#

Note: Most of this area's objects seems to be copied over from Whitespace's _PortalInPortalIntro area. This section will only be showing objects that are unique to this area.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Check if EventSystem_UnclearIfThisIsNeeded does anything.

ChoicesClonable_DISABLEDFORNOW#

SL_Workshop_WR_ChoicesClonable_DISABLEDFORNOW.png

To the left of the Keep Upright switch is a Clonable switch that seems to be fully working in dream mode, but not in the actual levels (custom objects gets replaced by a "Random Soda" can). It is unknown if this feature will be added in a future update.

Computer_Keyboard_Common_Prop (1) & Phone_001_Common_Prop (1)#

SL_Workshop_WR_KeyboardPhone.png

On the Upload desk is an unused keyboard and phone.

DropTemplate#

SL_Workshop_WR_DropTemplate.png

On both of the Subscribed Objects and Personal Collection folding tables, where the first loaded in model is supposed to be is an unused label template that's labelled "BEBASNEUE BOLD SDF". Bebas Neue is the font seen in the title, loading screens and variously throughout the game. SDF stands for Signed Distance Fields, a mathematical concept that, applied to computer graphics, is particularly useful for rendering text.

Light_Industrial_003_Back_Light (3)#

SL_Workshop_WR_Light_Industrial_003_Back_Light_(3).png

By one of the corners of the room is an unused industrial light.

Trash_Can_001_Hotel_Prop_DeleteFromHideyHole#

SL_Workshop_WR_Trash_Can_001_Hotel_Prop_DeleteFromHideyHole.png

In front of the soda machine is an unused trash can that reads "BEBASNEUE BOLD SDF".

DreamConstructionRoom#

Note: Most of the unused grabbable objects (Except for BackupForOtherPrefabs) will disappear once a playtest dream has been exited out of.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Check if these objects actually go unused:
    • Alarm_Clock_Gameplay_Prop
    • DreamConstruction/CanvasContextMenu (it pauses the game when enabled)
    • DreamConstruction/DreamControls/Signage_Standing_Hotel (1)
  • Check if these objects are viewable:
    • DreamConstructionRoom/DreamConstruction/BuiltInPrefabs_MustHaveDreamObjectDefinition

BackupForOtherPrefabs#

SL_Workshop_DCR_BackupForOtherPrefabs.png

In front of the doorways is an unused grabbable doorway.

BuiltInPrefabs_EnsureCorrectVertexChannels#

SL_Workshop_DCR_BuiltInPrefabs_EnsureCorrectVertexChannels1.png SL_Workshop_DCR_BuiltInPrefabs_EnsureCorrectVertexChannels2.png Under the map are copies of all of the used and unused objects but masked in a red texture (except for PortalHolder_NotYetNeedsWork). When one of the objects is grabbed, placed onto the playtest area and going in and out of playtest mode, they turn back into their default objects.

Caution_Tape_Museum_Prop#

SL_Workshop_DCR_Caution_Tape_Museum_Prop.png

In front of the door to the construction room is an unused caution tape structure. If enabled it does block off the player from entering the room.

Cube (12 & 15)#

SL_Workshop_DCR_Cube_(12&15).png

Near where the two doorway walls are are two unused walls with no doorways.

End_Table_Hotel_Prop (2)#

SL_Workshop_DCR_End_Table_Hotel_Prop_(2).png

The start flag has an unused end table with an alarm clock that flashes the words WAKE UP.

FlagCanister#

SL_Workshop_DCR_FlagCanister.png

The end elevator has an alternate object that's an unused green canister with an alarm clock and a green goal flag.

Mop_Bucket_Common#

SL_Workshop_DCR_Mop_Bucket_Common.png

To the left of the personal collection shelf is an unused mop bucket.

OpticalFloorLong#

SL_Workshop_DCR_OpticalFloorLong.png

In front of the white wall is an unused and un-grabbable long floor that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.

OpticalFloorSquare#

SL_Workshop_DCR_OpticalFloorSquare.png

Near the white wall is an unused grabbable square floor that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.

OpticalShortWall#

SL_Workshop_DCR_OpticalShortWall.png

Next to the white wall is an unused and un-grabbable short wall that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.

OpticalSquareCeiling#

SL_Workshop_DCR_OpticalSquareCeiling.png

In front of the black wall is an unused grabbable square ceiling that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.

OpticalSquareWall#

SL_Workshop_DCR_OpticalSquareWall.png

In front of the white wall is an unused and un-grabbable square wall that seems to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.

OpticalTallWall#

SL_Workshop_DCR_OpticalTallWall.png

In front of the white wall is an unused and un-grabbable tall wall that seems to be to be in the style of the "Optical" level. It is unknown if this object will be added in a future update.

PlasterRoom001#

SL_Workshop_DCR_PlasterRoom001.png

Near the top left corner of the room is an unused grabbable room with plastered on walls and flooring with some strange properties. It's grab area is placed on the top right area of the room and it seems pretty lightweight when dropped. It is unknown if this object will be added in a future update.

PortalHolder_NotYetNeedsWork#

SL_Workshop_DCR_PortalHolder_NotYetNeedsWork.png

To the left of the exit elevator is an unused portal doorway that really only works when used in playtest mode and is cloned (cloning is only possible with hacks). It is unknown if this object will be added in a future update.

Other#

(For unused objects that appear in both areas or in the root of the scene library).

ChoiceTemplate#

SL_Workshop_WR_ChoiceTemplate.png

Every choice button label has an unused template label that's labelled THING.

Cube#

SL_Workshop_WR_Cube.png

In front of the door to the construction room is an unused is a single piece of "DO NOT CROSS" tape.

Disabled Button Objects#

SL_Workshop_ButtonObjects.png

Each button and the photos area has disabled exit door functionality.