* Power Calligraphy (WIP)
* modified: Assets/Scripts/Games/PowerCalligraphy/Writing.cs
* comma
* onore
* sweep
* sun
* kokoro
* Power Calligraphy (WIP)
* Changed object to prefab
* Force Prepare
* Changed so that the next paper is set correctly.
* updated controllers
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd (Megamix Modified)-EB.otf
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
Forgot that the letters "V" & "v" were also modified as well.
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Forgot that the letters "V" & "v" were also modified as well.
* Noticed that "_j" were merge together.
* Logo Tweaks
* Logo Tweaks
* Logo Tweaks
* Another Logo Tweaks
* Another Logo Tweaks
* Another Logo Tweaks
* Delete Assets/Scenes/Title.unity
* Another Logo Tweaks
* Another Logo Tweaks
* nearly the entire dog ninja rework
lol. didn't think it would be this easy
just a few more things to fix and we're good
* fix some things, add NOT WORKING updater
* final optimizations and fixes
damn i didn't think the preparing stuff would be such a big deal
* actual last fixes + ass buns
---------
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* Setup
* more working on stuff
* more testing
* more testing
* more testing
* some fixes
* fixes
* testing stuff
* fixed some things
* a few more fixes
* more testing
* More fixes
* bops and animation adjustments
* camera stuff!
* Implementing placeholder icon
* recolorable sky
* fix that bug + format arch file
also change the script name
* oops
---------
Co-authored-by: streitixy <danilomeiraivo@gmail.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: streitixy <85808002+streitixy@users.noreply.github.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* some bon odori changes (please dont break anything please)
* LAST COMMIT BEFORE PUSHING!!!!!!!
* forgot fix some minor things lol
* organized the folders and made the dark bg an ease and not an animation
* super cool commit
* bug fixes
* added pitching to pans and dons
* changing Clap() and Sound() to a prefunction
* prefunctions done 👍
* the smallest change ever
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: wookywok <62037083+wookywok@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* nearly the entire dog ninja rework
lol. didn't think it would be this easy
just a few more things to fix and we're good
* fix some things, add NOT WORKING updater
* final optimizations and fixes
damn i didn't think the preparing stuff would be such a big deal
* actual last fixes + ass buns
* Beginning
The first commit
* End
Finished adding Particle Effects, and some of the sprites were changed
* hatred
trying to solve conflicts
* Just letting you all know
Got access to this branch
* re-parent wind
* fix capitalization in enum
---------
Co-authored-by: Obelisk <taynaluan10@gmail.com>
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd (Megamix Modified)-EB.otf
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
Forgot that the letters "V" & "v" were also modified as well.
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Forgot that the letters "V" & "v" were also modified as well.
* Noticed that "_j" were merge together.
* Logo Tweaks
* Logo Tweaks
* Logo Tweaks
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* some bon odori changes (please dont break anything please)
* LAST COMMIT BEFORE PUSHING!!!!!!!
* forgot fix some minor things lol
* organized the folders and made the dark bg an ease and not an animation
* super cool commit
* bug fixes
* added pitching to pans and dons
* changing Clap() and Sound() to a prefunction
* prefunctions done 👍
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: wookywok <62037083+wookywok@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* ColorEase stuff
why didn't we do this earlier!! this is so much common code cut down and makes things a LOT easier to type
* port karate man, fix NaN bug
goin to bed now!
* km fix, convert all to colorease, multisounds stuff
fix that goddamn ms.startBeat = sounds[0].beat; bug + if it's already converting to a list, why not just define the sounds as a list??????? they're a list most of the time anyways
ive got work ahead of me.
* finish up the code, document it
just a few more fixes and we're good
* revert some fork lifter stuff
as nice as it would be i just don't want things to break
* revert some MORE stuff
* revert even more. bleh
* semtiones lol
also a karate man fix
* everything!
conveyor belt is lined up with cans, ive got the blackout in, everythings good. i might add in some recoloring, tho
* rename to cannery and The Cannery, respectively
* ColorEase struct, new spritesheet
* a few anims, uninstancing start
compiler errors! just wanna get mannequin factory done
* a singular semicolon
good job me
* update: revoked semicolon and A privileges
* The: fix
mwuahahhaha
* started working on anims
* restore lost anims and some new ones
* add new anims
* add icon, remove colorease
adding colorease in a different pr
* BG stuffs
* Cannery Visual Overhaul
Yeah!
* ok for some reason this animation was not in the changes list until i closed unity yeah ok fuck you
* make bg controlled by code
simple ease + speed modifier and it's controlled by delta time
and that's cannery finished!! it truly looks amazing now.
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
* Clap Trap (WIP)
Adds:
Unanimated upscaled rig
"Clap" block
"Change Background Color" block
"Change Hand Colors" block
Input detection
Upscaled sprites
and more :)
* Doll Animation Start
Started animation on the doll's head.
oh yea also everything was misaligned oops will realign eventually
* Doll Head Animations
Completed all the animations for the clap trap doll, added a block to play certain animations (e.g. talking), and started animations on clapping
* Right Arm Fully Animated & Usable
All animations for the right arm are now complete and play properly in the game.
* All Arm Animations Complete
All the animations for the arms (and clap effect) are now done.
* Spotlight
A spotlight was added for the clap cue, can be recolored and works with stacked cues. Still kind of WIP but is fully functional.
* Incoming Objects Start
Sword go woosh
* meow
* Most clap trap objects
Mostly just making this so that I can remove this from my computer to save 5 tasty gigabytes. Not abandoning this 100% but it will be a bit
* Modernize Code
Gotta update all the code that broke in the 9 months of this being dead
* Animation Touch-Ups & Shadows
Touched up all the old animations to be more accurate to the originals (inaccurate framerate, missing frames, misplaced frames). Also added all the shadows that show up on the doll when the spotlight comes on.
* More Animation work and Modernized BG Event
Added animations to move the whole doll on a just/missed input. Fixed bugs with the default hand object not properly playing its animations due to its names previously being changed. Modernized the BG Colors event to have the whole easing dropdown in place of the "Fade?" toggle. Combined the spotlight recoloring section of the BG Colors event with the Hand Colors event to make the Object Colors event.
* New SFX rips
Kievit approved
* New Icons
RIP old icon
* Removed \n<color=#eb5454>[WIP]</color>
Removed \n<color=#eb5454>[WIP]</color>
---------
Co-authored-by: Roshibomb <58871286+Roshibomb@users.noreply.github.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* Fix Anim Block, Fine Semitones in SFX Block
* i was recursively getting the anim object path BACKWARDS. oops
* added fine semitones in the sfx block, thanks Vincells
* GetPitchFromSemitones uses a float instead of an int now
* revert the semitones thing
* okay that's better
use cents correctly
* play sfx and play animation blocks
i also changed prescheduleFunction to preFunction, and removed the unused preFunction argument in GameAction
i can revert this if need be but it just seemed vestigial
* count in rework + preloading, multisound addition
multisound was using an array that was converted to a list..?
very silly when you consider it's a list first so sometimes it's list -> array -> list lol
new Count-In and Play SFX block preloads sfx now!! epic.
* prefab-ify event properties, Button EntityType
* things are very nearly working!
however i just hit an insane hurdle. how do i modify a dropdown while still being able to access the index/int value of that param directly. UGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
* okay it's WORKING now
i just need to do some better dropdown stuff
* ITS WORKING ITS WORKING ITS WORKING
arbitrary animations, now accessible to those without prefab knowledge! and it's piss easy to use!!
* about to make a struct + class, tooltip improvements
gonna make the struct define it, then the class will actually be the dropdown
this is gonna make things so so so so much easier to comprehend
* finishing up, probably one more commit after this
* split up Dropdown into Dropdown and DropdownObj, which basically fixed all of my problems lol
* fixed a count bug
* added param tooltip toggle
* grah it's ALMOST DONE
* it's 99.9% finished.
just some touch ups, i don't think i even know of any bugs
* alright, looks like that's all the bugs gone
* EVERYTHING IS FINISHED!!
* started working on bon odori
* bon odori is now playable, just no animations and sounds
* bon odori is functional now, just missing the art, better audio and animations
* nothing new, my git is always 1 commit behind
* Revert "nothing new, my git is always 1 commit behind"
This reverts commit b96a70004d.
* changed the background
im only commiting because saladplainzone is gonna do the anims now
* Accurate BG
* Good prefab
* finalized player prefab
* Finalize Prefab
* More animation stuff
* Bow anim done
* text is now functional, passing the project to AstrlJelly
* merging w master branch
* text scrolling is ALMOST functional
* scrolling is ALMOST ALMOST functional
* FINALLY!!!! TEXT SCOLLING IS DONE!!!!!
* TEXT SCROLLING IS (almost) PERFECT!!!! now we gotta wait for the animations
* minor bug fixes
* TEXT SCROLLING IS ACTUALLY PERFECT NOW. also updated the font
* i forgor to change the outline on the fonts
* some bon odori changes (please dont break anything please)
* LAST COMMIT BEFORE PUSHING!!!!!!!
* forgot fix some minor things lol
* organized the folders and made the dark bg an ease and not an animation
* super cool commit
---------
Co-authored-by: saladplainzone <chocolate2890mail@gmail.com>
Co-authored-by: wookywok <62037083+wookywok@users.noreply.github.com>
Co-authored-by: minenice55 <star.elementa@gmail.com>
* Rhythm Test GBA - Starting!!!
- Prefab
- Placeholder icon
- KTB cue & Button animation
- Sorta kinda started the flashing ktb stuff???
* KTB Works! now onto countdown
* Feature-complete!
Still needs text and paper, but beyond that it's pretty much done!
* Finishing touches (for now)
mostly the mask lol
* Rhythm Test GBA Hotfix
countdown is no longer a prefunction
also touched up visuals
* Rhythm Test GBA Hotfix 2
fixed zero not disappearing when beeps start, set up framework that'll make the text at least marginally easier to implement later
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* Rhythm Test GBA - Starting!!!
- Prefab
- Placeholder icon
- KTB cue & Button animation
- Sorta kinda started the flashing ktb stuff???
* KTB Works! now onto countdown
* Feature-complete!
Still needs text and paper, but beyond that it's pretty much done!
* Finishing touches (for now)
mostly the mask lol
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* field + desert bgs
we're just getting started
* city bg wooo
* New camera positioning in car
thank you maddy and meta
* night time zzz
* moai + crop stomp bgs
* new sheet
goodbye bluetooth wheel
* tunnel bg changer
* quiz bg wip
* quiz show bg animated
i am far too stupid to understand what's going on with the code
* far anim disappeared??? fsr???
* bgs are done woooo
this might be huge for the tunnel community
* Revert "bgs are done woooo"
This reverts commit f4ca272731.
* Revert "Revert "bgs are done woooo""
This reverts commit b75ca2be15.
* Revert "Revert "Revert "bgs are done woooo"""
This reverts commit 7d2e47ccbc.
* i dont know man
* redo lost anims
* add quiz bg
lol
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
Co-authored-by: AstrlJelly <bdlawson115@gmail.com>
* Bug Fixes
Un-interpolated the Inu Sensei alarm animation. Fixed the incorrect player stomp animation playing if it was the final one. Redid background to be more accurate + added some "fun" extension to it. Added the ability to cue in a slap/stomp signal while another game is inactive.
* Sumo Pose anims v3
Added all the 3rd (non-miss) pose animations. The random pose option can now finally be random with another pose to choose from. Also made a minor tweak to how cueing in from another game works.
* Sumo Pose anims v3.5
Added the missing miss animations for the new poses. Also extended the background a lot more (I love the remixer).
* Lockstep
fansodnason
* More Lockstep
Implemented the new sprites (still needs work). Added new Icon.
* More lockstep stuff
i have no clue
* Animation Tweaking
I fiddled around with numbers weeeeeeeeeeeeeeee
* Merge branch 'master' of https://github.com/RaffyTaffy14/HS
* Background
Has basic background
* End Pose Start
Adds the End Pose cue's tweeting sound (took so long but felt so cool)
* Inu Sensei Start
Inu Sensei added to scene. He can bop, crouch, or do neither
* Temp Sumo Brothers Icon
Made by Donfen
* Inu Sensei Tweeting
Inu Sensei now does his animation during the duration of the End Pose cue.
* Crouch Block Rework
Reworked crouch block to be a stretchable cue instead of a toggle (like KM prepare stance)
* Bop Block Rework
Bop block reworked to be a toggle. Also made a few minor tweaks to random things.
* Added the Brothers
The Sumo Brothers from Sumo Brothers are now in Sumo Brothers (minus the sumo)
* Imported Upscaled Sumou_BG
Higher resolution background and Inu Sensei sprites.
* Imported REAL Upscaled Sumou_BG
oops
* Slap & Stomp Signals
the domg buncus and tink tonks
* Twiddling my Thumbs
Random, Insignificant changes to random things in the code
* idk
random cleanup after I finally got HS to not be in shambles
* more stuff
dunno
* Input for Pose
this should not have taken this long
* uh
waste of 4gb atm, need 4gb atm, may need this not atm
* Modernized Bops & WIP Stomps/Slaps
Made the bop system to have automatic/stretchy settings like all new games. Also got a WIP implementation of stomping/slapping
* quite honest i do not know
let's just update HS
* Prepare Slap Animation
Prepare Slap animation has been animated and implemented
* Sumo Prefab
some stuff went down yesterday when updating the fork that involved the sumo prefab randomly downgrading to an older version, so I'm hoping that this commit will make sure that the current prefab wont just vanish into oblivion
* Slapping Animation v1
Spent a few hours animating the front-hand slapping animation. Also added a "Look at Camera" event that makes the brotheren look at the camera while slapping.
* Stomping Animations
All stomp and stomp prepare animations are animated and coded into the game (except for the miss one)
* Slapping Animation v2
finally animated the alternate slapping animation where those sumo brothers slap with their other hand
* Slapping to Stomping Transition
Added the slapping animation for when the Bros transition from slapping to stomping as well as all the accompanying code to get it to function. Also tweaked the two other slapping animations to fix the interpolation of those speed lines.
* Inu Sensei Complete
Added redone inu sensei spritesheet (thanks Mage!), animated all inu sensei animations, and coded all the inu sensei functionality. This is all really coming together now
* Sumo Miss anims & more
Added the Slap/Stomp miss animations. Coded the ability to whiff inputs. Replaced all the SFX with Kievit-approved rips. Added the little slap impact effect for successful slap inputs. Getting ready to make stomps pretty. Fixed misc bugs.
* Sumo Pose anims & more
Added the first set of pose animations. Also added animations for transitioning from posing to something else. Stomps aint getting pretty this time. Fixed misc bugs.
* Sumo Pose anims v2
Animated the whole 2nd set of sumo pose animations. Fixed some various bugs with poses. Added a random setting for the poses (although it doesn't work well with only 2 poses). Getting ready for the PR
* Random Bug Fixes
Fixed random pose option, fixed an animation that accidentally left loop on, and added monologue. Getting ready for pr in a few days.
* New Icon & Bug Fixes
Added a shiny new icon made by Seanski2, fixed a bug about poses in tap mode being a bit bugged and fixed the Slap-to-Stomp slap animation being able to be played too soon.
---------
Co-authored-by: minenice55 <star.elementa@gmail.com>
* slot monster GO!
* Rearrangement
+ work on prep anim
* A bit more anim work
* oops
* oops! again!
* grayscale buttons
* basic code + sfx
huzzah!
* bg
* unassigned animation clip, oops
* basic logic, sfx
🤩
* more anim stuff
slowly
* tweaks
no the bounce on the release anim isnt done that crap is way too elastic rn
* icon
* eye sprites!! ill do more later
* baby's first text changes
* push before i revert the prepare
* flash/inputs actually working, create SlotButton.cs
flash now lerps in the SlotButton class, which makes things so. so much easier.
* coin pile,,,
(+ some tweaked anims, may further tweak)
* test block is kil
oops
* slight eyes rework + early barely anims
kill
* fixed eye 3
i am foolish
* eye barelies, consecutive c&rs
we're so close!
* reimport spritesheet
goodbye spritesheet weirdness
* Revert "reimport spritesheet"
This reverts commit f7bd24d149.
* okay reimported for realsies this time
* lose anim + larger coins
* I'm stupid + button tweaks
* READY FOR RECORDING
particles, win animation, etc.
* fix particles
* so close to being done :(( but weird input bug
* cleaning up
fix some bugs, add some stuff. this is almost ready for pr!!
* ITS DONE... FINALLY DONE...
* oops star tweak
* ass buns
---------
Co-authored-by: Seanski2 <seanbenedit@gmail.com>
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd (Megamix Modified)-EB.otf
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
Forgot that the letters "V" & "v" were also modified as well.
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Forgot that the letters "V" & "v" were also modified as well.
* Noticed that "_j" were merge together.
* Lots of small things
Replaced the combined "boing" sound from rhre with the split "boing" sounds from ingame for easier voice replacement.
Split the regular pun and boing pun blocks.
Made the offset for Kosuke's voicelines adapt to the sound's pitch.
Made speech bubble positions randomized.
Made the "ready" animation play in autoplay if you're in touch mode.
Moved the window for when you're allowed to start holding for a slap in touch mode sooner.
* Minor-er things
Attempted and failed to get the "crowd noise interruption" in place.
Removed a log command.
Disabled bopping in the "boing" block sooner.
Fixed how the pun and boing blocks work on game switch.
* Even more minor things ™️
Shuffled around some things in the prefab to be more accurate to the original.
Finally moved the reference images out of the root assets folder
* Did somebody ask for more minor changes
Changed how the input method is called to prepare for random voicelines.
Made playback speed affect voice pitching (unless pitching is turned off in the block)
Fixed input doubling if a Pun block is put on the same beat as a game switch (curse you space soccer and not having to check for that in the method i stole from you)
* QoL tap mode thing
Basically if you hold down the button for long enough, kasuke will play the "ready" animation which is uninterruptable until you let go
* No way is that more minor things
Added figure-farter-esque easter egg. (hold both shoulder buttons while inputting and see what happens :3)
Made whiffs detract from your score.
* Stuff
Added options for audience sounds and added practice crowd sounds.
Fixed Kasuke's pitching and split the "donaiyanen" voice line.
Added spritesheet for the crowd (it's not even split yet i literally just remembered i never pushed last night and i wanted to do that first)
* Crowd (still WIP)
Added the crowd and all the animations that are in vanilla.
Added a block for crowd animations.
Yeah basically just crowd implementation, extra goodies are yet to come.
* Crowd Stuff but More
Made bops low priority animations for the crowd.
Added the jumping animation holy fuck that was a headache please send hlep.
* removed WIP label
bc raffy and astrl and maddy bugged me about it
* Cool Stuff
Added the microphone and animated it using the "birds slide" block.
Added the sprite sheet for particles.
Implemented the feather particles during a slap.
* The Push
Optimized a bit of input code.
ADDED VOICELINES WOOOOO (with randomization)
* basic audio preloading
could this operation be timesliced even more?
* note
* load sounds in subfolders from their ABs properly
fix sound names that would conflict from this change
* also grab from cache in this method
* fix ringside's assetbundle
* several AB sfx fixes
air rally
catchy tune
coin toss
karate man
lockstep
marching orders
mr upbeat
samurai slice gold
tambourine
tram&pauline
trick on the class
working dough
* fix flipper flop assetbundle
* fix weird issue with pause menu arrow
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd (Megamix Modified)-EB.otf
* FOT-KurokaneStd_(Megamix_Modified)-EB.otf
Forgot that the letters "V" & "v" were also modified as well.
* Delete Assets/Resources/Fonts/kurokane/FOT-KurokaneStd_(Megamix_Modified)-EB.otf
* Forgot that the letters "V" & "v" were also modified as well.
* *don't* cause a stack overflow when polling split controller
* update JSL (DualSense Edge support)
add ability to update controller bindings
* (temporarily) get rid of everything joy-con pair related
* prepare the new controller
update JSL
* implementation of joycon pair
* properly do the material
* finish implementation