diff --git a/packages/frontend/assets/room/rooms/default/300.glb b/packages/frontend/assets/room/rooms/default/300.glb index c4729c1e68..bd798bb52f 100644 Binary files a/packages/frontend/assets/room/rooms/default/300.glb and b/packages/frontend/assets/room/rooms/default/300.glb differ diff --git a/packages/frontend/assets/room/rooms/default/default.blend b/packages/frontend/assets/room/rooms/default/default.blend index 6d5ee65cce..adbc7117df 100644 Binary files a/packages/frontend/assets/room/rooms/default/default.blend and b/packages/frontend/assets/room/rooms/default/default.blend differ diff --git a/packages/frontend/src/world/room/objects/tabletopDigitalClock.ts b/packages/frontend/src/world/room/objects/tabletopDigitalClock.ts index 0cacfb3627..a3ed50cbc5 100644 --- a/packages/frontend/src/world/room/objects/tabletopDigitalClock.ts +++ b/packages/frontend/src/world/room/objects/tabletopDigitalClock.ts @@ -36,11 +36,11 @@ export const tabletopDigitalClock = defineObject({ hasCollisions: false, canPreMeshesMerging: false, createInstance: ({ root, room, options, model, scene, timer }) => { - const light = new BABYLON.SpotLight('', new BABYLON.Vector3(0, cm(3), cm(1)), new BABYLON.Vector3(0, 0, 1), Math.PI / 1, 2, scene, room?.lightContainer != null); - light.parent = root; - light.intensity = 0.01 * WORLD_SCALE * WORLD_SCALE; - light.range = cm(30); - if (room?.lightContainer != null) room.lightContainer.addLight(light); + //const light = new BABYLON.SpotLight('', new BABYLON.Vector3(0, cm(3), cm(1)), new BABYLON.Vector3(0, 0, 1), Math.PI / 1, 2, scene, room?.lightContainer != null); + //light.parent = root; + //light.intensity = 0.01 * WORLD_SCALE * WORLD_SCALE; + //light.range = cm(30); + //if (room?.lightContainer != null) room.lightContainer.addLight(light); const segmentMeshes = { '1a': model.findMesh('__TIME_7SEG_1A__'), @@ -95,7 +95,7 @@ export const tabletopDigitalClock = defineObject({ const mat = segmentMeshes['1a'].material as BABYLON.PBRMaterial; const [r, g, b] = options.lcdColor; mat.emissiveColor = new BABYLON.Color3(r, g, b); - light.diffuse = new BABYLON.Color3(r, g, b); + //light.diffuse = new BABYLON.Color3(r, g, b); }; return {