* BurstLinq
make BGM resync when changing pitch (to test)
* autoswing
some game implementations, most games already work fine
* more game tweaks
* 16th note swing
more game fixes
make pitch change resync optional in the API
* suppress some common warnings
* Update Credits.txt
* nail carpenter swing support
* ready to pr i think
Fixed Alphabetical Sorting.
Fixed Chronological Sorting by adding a sorting value to every minigame.
Added Sort By Usage.
* i accidentally removed a bunch of work from yall oops this should fix that i think
* Made Nail half-speed, changed long nail from hold B to press B, touched up animations
- Made Nail Carpenter half-speed -- it shouldn't change much, just remember to double your tempo!
- Also changed the long nail input from hold and release to simply pressing B -- the old way gives less reaction time and is just less fun overall
- Also touched up the animations to make them snappier and improve gamefeel
* Cleaned up animations a bit further, changed 'fusuma' to 'shoji'
* Further animation improvements
Hit animations are now instant, and the hammer animation is about snappy and responsive as it should be
* Fixed touch controls
FIxed touch controls being a miss no matter what
* reimplemented touch mode whiffing
cuz i forgor
* fixed a sound effect playing at the wrong time
* spawning logic overhaul
also fixed issue where sweets would be hittable if a nail could be instead
cues at full speed for testing need to halve the speed of everything later
* remove stray sfx call
* add missing exclaim animations to the forced object types
* improve chunk based spawning
improve animator setup
* remove unused stuff
* new animations
girl randomly blinks
puddings bounce when passing the girl
nails pop out when missing
* fix the sweet break check
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>