253,545 Commits over 3,990 Days - 2.65cph!
[D11] Rowboat + Speedboat LOD distance tweaked
[D11][UI] Fixed Research Table button prompts and actions. Fixed give scrap option in workbench
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Print bind count on instrument and BindingCollection in instruments.midiinfo
Increased max concurrent notes on the piano to 10 (was 3)
Update animation slots on trumpet
Fixed some duplicated notes and incorrect animation slots on the jerry can guitar
Fixed some inconsistent animation slots on the bass
Made a new keybind generator for the new full keyboard input mode
Fixed a note missing a MIDI code on the bass guitar
Generated default full keyboard binds for guitars, drums, flute, xylophone, tuba, trumpet
Jerry can guitar and acoustic guitar now use two different keybind short names (they have different notes)
added parallel/fan num properties for bullets
tweaked slowmo visual effect
Chassis can now be recycled at the vehicle lift
Fixed LMB note playing all octaves instead of just one
Add instruments.debugNotes to print notes being played
Fixed some missing strings on piano and trumpet
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Fixed some issues from the merge earlier, rebuild manifest to get instruments to show in compound
Remove typings for styled-components cause they suck
Recycler recycling method made static, so garage can use the same process for chassis recycling
Implement chat for the mock server
scene2prefab all monuments
Team page now has functional team chat
Updated mesh optimization tools
Setting up garage UI for chassis recycling
Fixed viewmodels not animating from midi input on cowbell and tambourine (input was too fast, is now updated via events)
Tundra foliage spawn settings / Progress
Made spawn settings dependant on topology masks
Texture tweaks and material tweaks
Tundra forests
Made grass splat slightly darker in tundra
Add IsEmpty() method to ItemContainer
Finished HapisIsland
Fixed SavasIsland_koth
Fixed bass vm not playing strum animations
Move MidiMapShortName to NoteBindingCollection (this ensures changes are propagated to the static compound variants of instruments)
Add new instrument shortname that we use to load autoplay recordings (this should fix compound instruments not being able to autoplay)
Updated default autoplay recordings to match new file name requirements (eg. bass.weapon_autoplay is now bass_autoplay)
Fix exception when playing a recording and the directory doesn't exist
Reapply compile fix
Fix NRE when using playrecording with no args
Fixed more Hapis errors
Reverted some tiny meshes back to renderer batching
Renderer batch skips non-readable meshes
Added mesh optimization editor tools
Fix chat timestamp always being 0
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