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Superliminal/Unused Areas and Objects/Somnasculpt Workshop

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

Unused Lighting

Hmmm...
To do:
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
SL Workshop WR UnusedLight1Off.png SL Workshop WR UnusedLight1On.png

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
SL Workshop DCR UnusedLight1Off.png SL Workshop DCR UnusedLight1On.png

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.

Hmmm...
To do:
  • 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.

Hmmm...
To do:
  • 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.