121,440 Commits over 4,018 Days - 1.26cph!
scene2prefab all monuments
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
Walk/run footsteps use separate sound templates instead of maxDistance modulation
Final compound iteration into prefab
More editor work, most of the inspector hooked up.
adjusted player cowbell position
[D11] LOD distance tweaks to launch site assets
[D11] + Sewer Branch LOD's tweaked
OreResourceEntity.PlayBonusLevelSound NRE fix
[D11] Localisation tool updates to scan for unused strings. Updated translation file.
[D11][UI] fixed issue with held actions and removed take all from itemsubmit pannel
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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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UI for keyboard capture mode
[D11] LOD Shadows tweaks to trainyard assets
[D11] Remove a forced command line call
Some boilerplate code + editor stuff
[D11][UI] Fixed issues with vending machine customer and vending machine admin