115,944 Commits over 3,959 Days - 1.22cph!
Remaining Bandit Town iteration/merge fixes.
Moved some more fields to the scriptable object, added an option to disable help UI on some instruments (tambourine and cowbell)
Enforce consistent note order display
Show a warning if a player has keys bound to numpad numbers and num lock is off (windows only)
Show sharp modifier binding on music UI
First pass on a UI panel to display instrument keybinds and note states while playing
Enabled by default, can disable with instruments.showInstrumentHelp convar
Fixed bandit hanging on S2P
Cleaned more obsolete scripts.
Fix right-side steering bug
Fixed fuel system storage positioning
Fixed axle angle calculation
instrument deploy sounds
canbourine shake sounds
Bandit town lantern.pillar emissive rework.
Blitting a mask for better dilation. Fixed bugs caused by compression.
Stripped obsolete stuff from wooden cabin prefabs.
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Fixed suspension extending forever when ungrounded
Bandit town merge fix 1/2
Airfield iteration & S2P
Volume tweaks
Added a generic play_notes stat
Don't automatically go into full keyboard mode for static instruments (has to be toggled with reload like held instruments)
While in full keyboard instrument input mode, ignore InvNext, InvPrev, Slot1-8, Map and Compass inputs
fixed horse water detection
Set up 3-module and 4-module chassis types
Added instruments.printrecordingpath
MorphCache refactor for direct mesh swap
Added temporary hair eyebrow shapes
Setup note binding array on prefab at edit time
more fixes
made a bunch of physics calls non alloc
hitchTrough collider has increased height
removing unused stuff on chassis 2
UpdateBundleAssignments really is just repeating functionality of BuildAssetBundles.BuildMap
Debug output around LoadBundle/UnloadBundles since the errors seem to start right after world cleanup
Removed steering attack position match code
Read-only on all hair meshes
update chassis 2 steering and driveshaft element
Update suspension to use Thai's changes