diff --git a/Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs b/Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs index 56975809a..e46aca7a6 100644 --- a/Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs +++ b/Assets/Scripts/Games/CatchOfTheDay/CatchOfTheDay.cs @@ -141,7 +141,7 @@ namespace HeavenStudio.Games.Loaders }, new List() {"rvl", "normal"}, "rvlfishing", "en" - //, chronologicalSortIndex: 21 + , chronologicalSortKey: 21 ); } } diff --git a/Assets/Scripts/Minigames.cs b/Assets/Scripts/Minigames.cs index b2b1a54cb..71c35730f 100644 --- a/Assets/Scripts/Minigames.cs +++ b/Assets/Scripts/Minigames.cs @@ -374,7 +374,7 @@ namespace HeavenStudio public uint? chronologicalSortKey; - // playinful: basically i figure this should just be whatever index number the minigame is + // Yin: basically i figure this should just be whatever index number the minigame is // in its game of origin. So, basically, like, if we're talking Rhythm Heaven DS, Built to // Scale would be 1, then Fillbots would be 2, and so on. If it's an endless game, add 100. // If it's a rhythm toy, add 200. If it's a 2-Player endless game, add 300. If it's a credits