* add mouse controller
* support different control styles in options
deprecate old input check methods
* fully functional input actions system
* btsds InputAction
* blue bear InputAction
* more games
fix bugs with some input related systems
* coin toss re-toss
* cheer readers touch
* dog ninja touch
* multiple games
* last of the easy games' touch
* more specialized games
* specialized games 2
* finish ktb games
* remove legacy settings disclaimer
* "only" two games left
* karate man touch
* rockers touch
still needs fixes and bad judge strum
* DSGuy flicking animation
* playstyle chart property
* improve performance of minigame preloading
* improve look of cursor
make assetbundles use chunk-based compression
refactor assetbundle loading methods a bit
* prime conductor stream playback to stabilize seeking operations
* fix air rally swing on pad release
* use virtual mouse pointer
* add UniTask
* make BeatAction use UniTask
* implement UniTask to replace some coroutines
* add touch style UI elements and effects
games now support the ability to define two cursor colours if they need split screen touch inputs
* update plugins and buildscript
* implement thresholded pointer position clipping
* fix clamping
* instant show / hide
fix discord game SDK crashes
* add entity to collapse function, start on new animation thingy
im gonna use fork lifter to demonstrate DoScaledAnimationFromBeatAsync() cuz it uses animations to cue the peas
also i fixed that months old bug where the fork lifter sfx wasn't playing correctly :/
* animation from beat functional, octo machine converted
this looks fantastic i can't wait to implement this into more things
* better anim function
this is more efficient AND it'll produce more consistent results when starting an animation between tempo changes :D
(it no longer iterates through a list twice)
* munchy monk input + mustache fixes
* fork lifter and pajama party bopping
* meat grinder miss bop fix
* cloud monkey Real
* marching orders Go! was broken
* force march doesn't break when it's too early from a game switch
* you can use the March! block without the marching now
* add Jukebox library
todo:
- saving / loading of new format
- inferrence of unknown data like past versions
- move the temporary float casts to proper use of double
- make sound related functions take double for timing
- inform people that the Jukebox sound player was renamed to SoundByte lol
* make sound, input scheduling, and super curve use double precision
* successfully load charts
* editor works again
v1 riqs can be saved and loaded
* first tempo and volume markers are unmovable
fix loading of charts' easing values
* use gsync / freesync
* update Jukebox refs to SoundByte
* game events use double part 1
Air Rally - Glee Club converted
* don't load song if chart load fails
* finish conversion of all minigames
* remove editor waveform toggle
* timeline now respects added song offset length
clear cache files on app close
prepped notes for dsp sync
* update timeline length when offset changed
* update to latest Jukebox
* make error panel object in global game manager
* improve conductor music scheduling
* added error message box
fix first game events sometimes not playing
* update blue bear to use PlayerActionEvent
* update built to scale DS to use PlayerActionEvent
* update clappy trio to use PlayerActionEvent
* update crop stomp to use PlayerActionEvent
* update drumming practice to use PlayerActionEvent
* update fork lifter to use PlayerActionEvent
* update minigame icons
* update wizard waltz' icon
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
However the new input system has a bug where if you press with two events eligible for a press, both of them interact. I don't know whether to fix this or not.