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v1.1.2
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CHANGELOG.md

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**Changes**:
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- Disabled movement normalization (configurable in input settings)
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- Hotswapping can now only be performed in the main menu, not in lobbies anymore
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**Fixes**:
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- Additional hotfixes with hotswapping as host
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- Fixed LobbyImprovements VR prefix issue
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# 1.1.1

COMPILING.md

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@@ -35,7 +35,7 @@ However, if you want to develop against **private tester builds**, there are a f
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Since tester builds are private, there are **no public NuGet packages available** for these versions. To let your local build reference the tester assemblies:
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Add the following content, updating the `TesterGamePath` if your game is installed elsewhere:
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Add the following content to `RepoXR.csproj.user` (in the same directory as the `RepoXR.csproj` file), updating the `TesterGamePath` if your game is installed elsewhere:
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```xml
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<Project>

README.md

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@@ -38,8 +38,9 @@ Here is a list of RepoXR versions and which version(s) of R.E.P.O. it supports
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| RepoXR | R.E.P.O. Version |
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|--------|------------------|
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| v1.1.2 | v0.3.0 - v0.3.2 |
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| v1.1.1 | v0.3.0 - v0.3.1 |
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| v1.1.0 | v0.3.0 - v0.3.1 |
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| v1.1.0 | v0.3.0 |
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| v1.0.3 | v0.2.1 |
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| v1.0.2 | v0.2.1 |
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| v1.0.1 | v0.2.1 |

Source/Entrypoint.cs

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@@ -199,8 +199,7 @@ public static void OnSceneLoad(string _)
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[HarmonyPostfix]
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private static void OnStartup(GameDirector __instance)
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{
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if (RunManager.instance.levelCurrent != RunManager.instance.levelMainMenu &&
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RunManager.instance.levelCurrent != RunManager.instance.levelLobbyMenu)
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if (RunManager.instance.levelCurrent != RunManager.instance.levelMainMenu)
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return;
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new GameObject("VR Hotswapper").AddComponent<HotswapManager>();

Source/Experiments.cs

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using System.Collections.Generic;
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using System.Reflection.Emit;
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using HarmonyLib;
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using UnityEngine;
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namespace RepoXR;
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Source/Managers/HotswapManager.cs

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using Photon.Pun;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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namespace RepoXR.Managers;
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private static void RestartScene()
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{
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if (SemiFunc.IsMultiplayer() && !PhotonNetwork.IsMasterClient)
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{
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// RestartScene is not allowed when not the host, so we just re-join the lobby
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SceneManager.LoadSceneAsync("LobbyJoin");
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return;
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}
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if (SemiFunc.IsMultiplayer())
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{
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NetworkManager.instance.DestroyAll();
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RunManager.instance.ChangeLevel(false, false, RunManager.ChangeLevelType.LobbyMenu);
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return;
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}
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RunManager.instance.RestartScene();
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}
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}

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