31,210 Commits over 3,928 Days - 0.33cph!
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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
Fix audiosource sync when attempting to sync clips that have been optimized to different sample rates
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
Merge from /main/monument-mesh-opt (yolo)
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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
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Fixed inventory playermodel breathing NRE
Switching Api Compatibility to net standard 2.0 was suggested as a solution to fix freezing - testing
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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
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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.
Walk/run footsteps use separate sound templates instead of maxDistance modulation
OreResourceEntity.PlayBonusLevelSound NRE fix
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Killed music UI
Added tips explaining numlock, numpad controls, full keyboard input
Added keyboard lock ui
Game tips use RustText
Split InstrumentKeyController into multiple files
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Fix getting wet in the cargoship hold
Moved music stage out of compound scene into a nested prefab
Added a music stage to compound chill zone with a few static instruments
New background videos
Updated horse background video
Setting music volume to zero doesn’t stop menu music from playing unless menu music volume is also set to zero
Initial sound priority update for oneshots uses distance from SoundManager.RequestSoundInstance instead of calculating it again
Here's a ton more sounds to import
Added AudioClipImporterSetup
Slightly adjust sound priority dynamically based on camera distance
Specific sounds can have priority modified at runtime so we can make local player sounds higher priority, etc
Tweak priorites on some SoundClasses