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Cutscene and QoL fixes Pt. 2 #25
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…prime into cs-skip-music
// Fix Jank SpiderBallWaypoints | ||
"editObjs": { | ||
"524348":{ | ||
"position": [233.722382, -54.112278, 32.689095] | ||
}, | ||
"524378":{ | ||
"position": [234.53627, -52.153915, 32.689095] | ||
}, | ||
"524379":{ | ||
"position": [235.663055, -51.395695, 32.689095] | ||
}, | ||
"524380":{ | ||
"position": [236.473007, -50.495583, 32.689095] | ||
}, | ||
"524300":{ | ||
"position": [236.726593, -48.492104, 32.689095] | ||
} | ||
}, |
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This is a really good example of a change that pushes my comfort level in how much gameplay change I'm willing to accept for a QoL update and I had to think on it for a bit.
I'll accept this one, but be warry I won't accept any change which alters gameplay in a more significant manner than this.
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I think there needs to be a rule about making PRs more atomic tbh. many of these changes need to be considered separately, and wouldn't cause merge conflicts if split into separate PRs
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The more stuff you put in a PR, the exponentially longer it will take me to approve and merge. No rule needed
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This is a really good example of a change that pushes my comfort level in how much gameplay change I'm willing to accept for a QoL update and I had to think on it for a bit.
I'll accept this one, but be warry I won't accept any change which alters gameplay in a more significant manner than this.
I mean you're the boss, If you're not comfortable about something then by all means I'll undo it, but I didn't think this was too much of a big change.
Skippable Cutscenes
QoL