7,315 Commits over 2,345 Days - 0.13cph!
Switch back to .net 4.x (for modders)
Don't report "active agent" navmesh errors
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Can't order servers by wiped date
Added Jenkins-Client.Groovy, Jenkins-Server.Groovy
Removed Jenkinsfile
Fixed DownloadStringCoroutine
Less spammy dedicated server bootup
Benchmark record bundle sizes
gc;totalmemory to megabytes
Fixed array exceptions in DevMovePlayer
Fixed DownloadStringCoroutine errors
Fixed DownloadStringCoroutine errors
Retry string download 3 times before calling it a day
Check Steam valid before trying to cancel ticket
Make sure audiomixer goes in audio.bundle so there's only one version of it
if audioclip has "engine-model" in the name, import DecompressOnLoad, because apparently we're procedurally creating sounds at runtime and the sources can't be streamed from disk
Removing LeanAudio to make sure we never use it
Removing collider_batch.prefab (missing script) @andre might want to check this is okay
Fixed missing script on player_ragdoll
Tweaked seat mounting to take into account facing direction, making it a bit easier to get into the seat you want to get into
Tweaked rhib driver standing position so you can access fuel again
Fixed full keyboard mode right border
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Report server exceptions on staging to new sentry url too
Moved some instrument animation stuff to animation file
Fixed NRE in LootPanelOven.Switch
Better debug output when exception in NoteBinding.FindButton
Fixed some exceptions in KeyboardMidi if json files are wrong (show warnings instead)
Don't report "Could not allocate memory" exceptions
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Switching back to .net 4.x (we're using lots of shit)
Report exceptions to a different sentry project on staging
Fixed inventory playermodel breathing NRE
Switching Api Compatibility to net standard 2.0 was suggested as a solution to fix freezing - testing
Audio bundle test
Don't include streamingassets stuff in bundles
Reduced overall body scaling by 75%
Fixed body scale seeding not seeding very good
Removed redundant BoneInfoComponents from playermode
Fixed bone scaling setup in inventory screen player preview not being the same as actual
We have json files in Assets\StreamingAssets\keymidi\ that are editable at runtime.
midi.json - a list of note names and their corresponding midi note number qwerty-uk.json - a keyboard mapping definition, mapping note names to key names.
Key names can be instrument specific, if you add a qwerty-uk.piano.json file, it'll be used when playing a piano.
It's not possible to fit everything on the keyboard, so rather than complicate things by adding modifiers for sharps we should just leave them out. Anyone that misses them will have real midi input.
This is so people a bit familiar can play happy birthday.
Added InstrumentKeyController.KeyMidiMapShortname