625 Commits over 4,260 Days - 0.01cph!
Fix missing ambience manager prefab in proc map
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Consolidate some footstep stuff that doesn't need to be in two separate classes
Fix compile error and reapply footstep updates
merge from main/distantsound
revert merge from main/distant sound to try to fix asset isues on build server
merge from main/distantsound
merge from main/underwater
Migrate geiger sounds to sound system and reduce volume
Volume/mix adjustments for some impact sounds
Increase overall volume of in world sounds
Slight increase to max distance on default sound template
Fix radiation sounds not playing
Use the correct sound template for the cargo plane loop
Don't update reverb/highpass falloff every frame + additional sound profiling
Begin playback in Start instead of Awake on SoundPlayer so sounds start after EffectAudioPerspectiveSwitcher does it's thing (temp fix until I implement a more general solution for adjusting sounds before beginning playback)
Water footsteps first pass
Adjust cargo plane volume
merge from main/soundrefactor
missing if CLIENT for new sound stuff
Fix reverb falloff on gunshots not updating before the sound starts playing & optimize reverb/highpass falloff scripts
Impact sound volume tweaks
Fix missing sounds on a few in-world objects
Make sure looping sounds continue playing when their gameobject is disabled and re-enabled
Fix hilarious doppler effect issue on speeding deer footsteps
First pass at beartrap sounds
Fix ambience node always thinking the environment has changed
merge from main/impactsounds
Less pitch variation on gunshots
Bullet impact volume tweaks
merge from main/riversound
merge from main/bushrustles
Fix missing sound references
Re-add river sounds to terrain gen
Fix SoundPlayerCull and add support for distance based culling
First pass at bear sounds
Reduce falloff distance for impact sounds
Destroy only the placeholder (instead of all child objects) when refreshing a TreeMesh
Re-add bush rustles
Add rustles to trees
Allow BaseCombatEntity to override the default impact effect
Add unique impact sound to barrels
Switch BaseCombatEntity impact override to GameObjectRef