13,612 Commits over 2,741 Days - 0.21cph!
Added instruments.printrecordingpath
Setup note binding array on prefab at edit time
Reapply main branch changes
Merge from instruments again
Added a maximum note length to the trumpet and flute
Mark instruments as default blueprints (except acoustic guitar)
Merge instruments_cost_adjustment
Block all active key inputs when switching to an instrument
Don't show marker data in Create menu
Update Jerry Can Guitar name
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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Notes played stat for each instrument
Remove BoneAligner (no longer needed)
Various merge cleanup stuff
Tree marker tweaks:
-Don't allow the marker to reuse the last two points
-Instead of running the old system and then clamping to an approved position, move between close positions with some randomness to reduce loops
This should reduce the chance of markers appearing on the other side of a tree from the hit
Drum IK tweak (RightHand5)
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Add another tambourine note (placeholder)
Tambourine vm setup
Another guitar deploy change
Increased animation dead time on guitars and stop all input while in dead time
More guitar deploy changes
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Lowered view yaw clamp on piano and xylophone and nudged the eye pos back slightly
Remove some unused placeholder guitar sfx
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Testing a guitar deploy fix
Remove old note sequences logic
Disable autoplay on cowbell and tambourine
Fixed some jerry can guitar notes missing animation slots
Disabled the default keybinds for the full keyboard input,was stomping regular binds
Fixed bass guitar not working in first person
Fixed full keyboard mode toggling every time escape is pressed
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Tweaked piano dismount positions
Update default binds and expose binds in options for new full keyboard input mode