Adds a new optional parameter to Multisounds, Soundbytes, and BeatActions, allowing them to ignore swing.
Currently the only game to use these new parameters is Launch Party, but whoever codes Donk-Donk in the future will have a small bit of the weight taken off their shoulders.
* put things in better places
oh this looks. so much fucking better. wow
* new icons and stuff
* modifier, zoom formula, tab name
tab name is future proofing.
also, dllnotfoundexception when using the file explorer? wtf
* dialog placement mostly working
basically ready to pr. just gotta merge stuff into it
* a few tweaks! all good now
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Co-authored-by: ev <85412919+iloveoatmeal2022@users.noreply.github.com>
* Fixed Hearts(???????)
* """Fixed""" hearts
* Fixed Love Lab Hearts!
(well okay there's still a *tiny* visual glitch I'm not sure how to attack yet but this is infinitely better than what it was)
* Fixed furry animations to be more accurate
* Love Lab (Initialization)
* Spotlight and Miss things
spotlight for boy and girl
early stuff for miss anims and logic
(made the broken shards as prefab)
* Custom Shakes (init)
idk about the rest, some bug fixes and some tweaks
* custom shakes almost fully implemented
missing "miss" stuff but ok on autoplay
* code cleanup
* bop and auto down fix
* hearts init + optimize tod
* updated to main
* fixed repo
* Heart Stuff (again)
* reup
* reup (for real)
* frogge
* a frogge
* le froge
* a frogge bip
* added spins that don't work i mean forgge
* spin it boys
le frogge
* sounds are working i mean le frogge
* changing the prefab bc people are stupid and dumb
* frogge is almost at your door
* thank you very frogge
* almost done frogge
* done coding frogge
* anim stuff frogge
* literally almost ready to PR frogge
too real
* too frogging real
* done
frogge :3
im sorry for taking so long koob...
Just the upscale for now -- I'm gonna do things like the recolorable background and spreadsheet and text and stuff later lol
* Fixed Airboarder bopping, reworked floor texture
- Airboarder bops will no longer interrupt whiff animations or YEAAAAAAAH LET'S GO
- The floor now uses a custom shader that makes the textures much more vibrant
* Added glow effect to charge animation
- Added the ability to recolor the floor and clouds in Airboarder
- also did a few minor visual touchups (clouds look much better, turns out i had them set to the wrong shader whoopsies)
Added color persistence between game switches for most of the games in the nightly that needed it:
- Basketball Girls
- Bouncy Road
- Chameleon
- Clap Trap
- Fillbots
- Frog Princess
- Sick Beats
- Sumo Brothers
Slot Monster has none yet, because its color changing is a little different lol
* Bug Fixes + Recolorable BG
Fixed various bugs involving cueing in a Slap/Stomp from another game.
Also added a fully recolorable background using stolen code that I borrowed from Clap Trap.
* Force Slap / Stomp Event
Added a new event that allows you to play a slap/stomp input at any time with a bunch of customizability.
Changed the "Alternate Background" toggle for the Finishing Pose to persist across game switches.
* aisonaopisnfbe
kil da cod
* Pose Backgrounds
The cool backgrounds that appear on a successful pose are now fully added.
Also implemented the new upscales.
* Stomp Camera Shake
The way it is coded is not good at all, but the stomp shakes look *ok* when the game runs at triple digit tempos.
* Better Stomp Shake & Alternate BGs
Made the stomp shake look MUCH better, and added an option to poses to automatically alternate between background types.
* Sumo Pose anims v4
Animated most of all the remaining pose animations, missing the miss animations + glasses being thrown. Also will want to add a version where the glasses aren't thrown. Pig?
* Sumo Pose anims v4.5
Added the missing miss animations. Added the glasses actually being thrown. Fixed a bug with head layering w/ the Look at Camera event. Fixed some other bugs that aren't important.
* New Icon
i made it myself
* Sumo Pose anims v4.9
You can now toggle if the blue sumo bro will throw his glasses on the finale pose.
Also changed selecting the pose type from an integer slider to a dropdown menu. You can also now change which direction the sumo brothers begin stomping in.
* Sumo Pose anims v5
D se dab
* Finalizing stuff
Changed ALL the animations (minus InuTweet) to use linear interpolation instead of the default setting since that's what megamix does afaik. Combined the two sumohead animators into one just to allow for more play animation shenanigans. Assigned all the sumo assets to a new ctrsumou asset bundle to get ready for packing it all up. Added new nerd bg because Mage just happened to make one
* Bug Fixed + Tweaks + Finish
Fixed a bug where the game would end up cueing inputs that extended into other games. It wouldn't do anything until you went back to Sumo Brothers where all those extra cues would run the frame the game loaded.
Tweaked all the BG sliding in animations to be accurate to the original game.
I started implementing asset bundles, but for some reason actually using them breaks the Blue Sumo Bro's animations for *some* reason.
I forgot to include this in *one* of the previous change notes, but you can now change which direction the Bros start stomping in.
* Kill reference images
Removed ALL of the reference images from the files
there were like 135 images
* Bouncy Road Stuff
yeah
-weirdly set up prefab so i can see animations side by side
- animations for the 3 podium things
we ball
* modified: Assets/Resources/Games/bouncyRoad.prefab
* Preliminary stage of sorting according to the equation
* reached a point where it's functional
* miss curve
* proper spawn
* oops
* bounce sound avoid duplication
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Co-authored-by: GhostiGuy <srskok1@gmail.com>
Co-authored-by: GhostiGuy <156829475+GhostiGuy@users.noreply.github.com>
* (hopefullyt) fix asset loading issue
* let mis-packed games load from res
timing display tweak
* fix initial pre-load not actually preloading needed games
fix mr upbeat metronome
* let's try this resyncing again