* 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
* Freeze Frame
Hey, I'm about done with Freeze Frame and I'm just gonna commit the game as it is right now, it's almost done thx
-playinful
* Freeze Frame - finishing touches before finalized assets
Still waiting to implement the upscaled assets and the sound effects. Code-wise this is as much as I can do for now.
* i fixed a couple bugs
the dim screen is back and no input duplication when switching games. hallelujah
* FreezeFrame randomness update
hey AJ so i was cleaning my room when i was struck by an idea for how to make the randomization more consistent without seeding. *yes unfortunately* it requires a static variable but i promise u i used it responsibly.
* Updated cloud particles
* 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
* make it so that it auto sorts by alphabet when you lanuch the editor
* right foot creep
* look around stay low
* optimize the fan club prefab
use anim layers for the monkeys
* dansa med oss
* klappa era hander
* cossack sandvich
* soldier of dance
add speed halving / doubling functionality to choreographies
* fix selection of starting dance
* asset re-organization
* organize the last of the 1.0 games
* Wall
* floating windows can no longer become larger than the actual screen
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd (Megamix Modified)-EB.otf
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
Forgot that the letters "V" & "v" were also modified as well.
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Forgot that the letters "V" & "v" were also modified as well.
* Noticed that "_j" were merge together.
* Logo Tweaks
* Logo Tweaks
* Logo Tweaks
* Another Logo Tweaks
* Another Logo Tweaks
* Another Logo Tweaks
* Delete Assets/Scenes/Title.unity
* Another Logo Tweaks
* Another Logo Tweaks
* nearly the entire dog ninja rework
lol. didn't think it would be this easy
just a few more things to fix and we're good
* fix some things, add NOT WORKING updater
* final optimizations and fixes
damn i didn't think the preparing stuff would be such a big deal
* actual last fixes + ass buns
---------
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
* Beginning
The first commit
* End
Finished adding Particle Effects, and some of the sprites were changed
* hatred
trying to solve conflicts
* Just letting you all know
Got access to this branch
* re-parent wind
* fix capitalization in enum
---------
Co-authored-by: Obelisk <taynaluan10@gmail.com>
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd (Megamix Modified)-EB.otf
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
Forgot that the letters "V" & "v" were also modified as well.
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Forgot that the letters "V" & "v" were also modified as well.
* Noticed that "_j" were merge together.
* Logo Tweaks
* Logo Tweaks
* Logo Tweaks
* ColorEase stuff
why didn't we do this earlier!! this is so much common code cut down and makes things a LOT easier to type
* port karate man, fix NaN bug
goin to bed now!
* km fix, convert all to colorease, multisounds stuff
fix that goddamn ms.startBeat = sounds[0].beat; bug + if it's already converting to a list, why not just define the sounds as a list??????? they're a list most of the time anyways
ive got work ahead of me.
* finish up the code, document it
just a few more fixes and we're good
* revert some fork lifter stuff
as nice as it would be i just don't want things to break
* revert some MORE stuff
* revert even more. bleh
* semtiones lol
also a karate man fix
* Fix Anim Block, Fine Semitones in SFX Block
* i was recursively getting the anim object path BACKWARDS. oops
* added fine semitones in the sfx block, thanks Vincells
* GetPitchFromSemitones uses a float instead of an int now
* revert the semitones thing
* okay that's better
use cents correctly
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!