193,212 Commits over 4,049 Days - 1.99cph!
[D11] Late game items for QA test
Second stab at moving all instrument data to scriptable objects
Remove InstrumentTool log
Refactor note sound positions to store transforms on KeyController rather than per-note, just store the index on the note
Refresh asset database after code gen, saves alt tabbing to trigger compile
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Merge map fix from Main -> Vehicles
Fixed off-by-one error in MapImageRenderer
Notes played stat for each instrument
Remove BoneAligner (no longer needed)
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Merge from Main -> Vehicles
Actually fix login notifications being sent when respawning
Switch back to content.bundle
Load content while generating world
disable steamworks buildscript
Prefab bundles using FileSystem_Warmup's exclude filter
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More fixes
Ship interior profile
Fixing the winding order on flattened mesh. Integrated the baker into the chunk test.
Fix for see through water when jumping / alt look while on a boat
gmad: Print out new filename when failing to write a file
A different approach of handing failed extractions in gmad
[D11] Fix for satchel charge fuse sound ignoring mixer (TRC fail)
Tambourine updates -
added player shake anim,
updated vm shake anim to match current audio
[D11] Fix for headshot sounds ignoring mixer (TRC fail)
[D11] Whoops, These are the Assets\Content\Props\small_junk
[D11] Fixed Scaling on Helicopter Gibs, Assets\Content\Props\small_junk LODs
[D11] Set up some LOD Groups in bundled\Prefabs and Prefabs\Deployable
[D11] + prefabs/deployable - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc
[D11] + bundled\prefabs\radtown - LOD Checked, LOD's Converted, LOD's adjusted, LOD's fixed, prefabs adjusted etc