* starting out with adding so many things
* voiceless kicks and combos (that one was easy)
* queuing objects/specials
* starting on cutting out the voice
-i was using MultiSound.Delete() but i found it very inconsistent and janky so im switching to a check of the next block and if it should cut out the voice
* got rid of basically all of the static variables in favor of checking the last color blocks
-also means that the bg and object colors getting held over between remixes shouldn't happen anymore
* removed all of the super backwards compatibility
-im almost certain these blocks are only available in .tengoku files though, so nobody should have any issues
* convert karateman to karateMan
* conversion stuff start
* voice cutting fully works and is consistent now
color conversion isn't working, but ill fix it eventually
background color isn't working rn either, and moving to the new system has caused a lot of errors
* it compiles now
this Background Appearance block got hands ‼️
working on converting everything to the new bg color system
this will be so annoying to build a RiqUpdater for.
* bunch of small stuff
i got this done while i was at a cabin
* bg still broken :(
* unconvert karateman from karateMan, bg finally works
well. bg ALMOST finally works
i'll be doing the fx stuff after, and ill combine it with the flow block
* bg nearly done
* i just might give up on bg compatibility
i tried for like an hour and a half to convert it but i couldn't.
minenice might be able to but idk.
* background + lightbulb stuffs
* FINALLY got old bg blocks updating + better bulb sfx
store the keys of the objects in the dictionary that i want to remove, create the properties, then remove all of the objects using the keys.
bulbs use a method that lets any sfx go through for the throw and hit, which means custom lightbulb cues 😃
moved all queuing into one list, then a foreach checks the datamodel of each riqentity in the list
camera bug fixed (call update in awake and start)
recolorable barrels lol
* and with that, it's finished!
added backwards compatibility for bg fx and fixed the particles (oops i forgot to assign them in the inspector
* fixed a bug
the warning would not go away if you dragged the playback bar behind a warning cuz it wasn't checking for the beginning of a warning block
* oops forgot to remove a debug log
* add Jukebox library
todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol
* make sound, input scheduling, and super curve use double precision
* successfully load charts
* editor works again
v1 riqs can be saved and loaded
* first tempo and volume markers are unmovable
fix loading of charts' easing values
* use gsync / freesync
* update Jukebox refs to SoundByte
* game events use double part 1
Air Rally - Glee Club converted
* don't load song if chart load fails
* finish conversion of all minigames
* remove editor waveform toggle
* timeline now respects added song offset length
clear cache files on app close
prepped notes for dsp sync
* update timeline length when offset changed
* update to latest Jukebox
* make error panel object in global game manager
* improve conductor music scheduling
* added error message box
fix first game events sometimes not playing