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1,127 Commits over 3,592 Days - 0.01cph!

8 Years Ago
Quick mp5 gunshots for helk
8 Years Ago
Bring FMOD crash prevention delay times up to old values
8 Years Ago
Do budgeted sound updates via Update instead of a coroutine
8 Years Ago
Remove debug.log call
8 Years Ago
merge from main/soundocclusion
8 Years Ago
merge fixes
8 Years Ago
merge from main
8 Years Ago
First pass at sound occlusion (disabled via audio.occlusion convar for now) Add ability to fade sounds out when voice limiting instead of stopping them immediately
8 Years Ago
Misc sound polish
8 Years Ago
All explosions have their own unique sounds now Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects General explosion sound polish
8 Years Ago
Lr300 gunshot tweaks round 2
8 Years Ago
lr300 gunshot beef up
8 Years Ago
More sound polish
8 Years Ago
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
8 Years Ago
lr300 sounds
8 Years Ago
Collectable pickup sunds for mushrooms, stones, and stumps Research table sounds More sound tweaks & polish
8 Years Ago
Set sound modulator value to 1 when fetching new modulators from the pool
8 Years Ago
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
8 Years Ago
Song gap tweaks
8 Years Ago
Removed a few shitty bird stings and cricket loops Better volume balance and general polish on ambient sounds Less ear-piercing hitmarker sound Better, more varied bullet flybys and ricochets Don't play a million ricochet or impact sounds when shotgun blasts hit the ground More woody knock and less tearing on tree impacts Footstep polish and consistency Bush rustles have a lot shorter fade in and sound more natural Misc small sound tweaks, volume balance, and polish
8 Years Ago
Double barrel shotgun sounds
8 Years Ago
Cut warpath from music list
8 Years Ago
NRE Fix when biome/topology map aren't available
8 Years Ago
NRE fix
8 Years Ago
Drop default music volume a bunch Enable music by default Add console vars to set gap between songs (music.minSongGap and music.maxSongGap) Reduce default gap between songs Start music when intensity is raised and no music is playing Don't play songs if music volume is turned down all the way
8 Years Ago
Remove audio files for unused song Preserve sample rate on music
8 Years Ago
Music! (still disabled via music.enabled convar by default for now)
8 Years Ago
New XP gain sound. Tweaks to other xp related sounds
8 Years Ago
level up and item unlock notice sounds
8 Years Ago
Re-adding these one by one until we see which specific script is breaking things. MusicClip first!
8 Years Ago
Testing code removal one more time to make sure it wasn't a fluke last time it worked.
8 Years Ago
Hmm.. What about this?
8 Years Ago
How about this?
8 Years Ago
Let's see if this fixes it
8 Years Ago
What if we remove all the music code and only include music wavs/meta files?
8 Years Ago
Back to ogg for music. Let's see if it's the custom editor stuff?
8 Years Ago
merge from main/music2
8 Years Ago
Let's see if it's ogg conversion that's breaking assetbundle builds
8 Years Ago
reapply music stuff
8 Years Ago
merge from prerelease
8 Years Ago
Fix cs files that slipped through the subtractive merge
8 Years Ago
revert music2 merge until we can sort asset bundle issues out
8 Years Ago
One more for the server build
8 Years Ago
Complie fix maybe?
8 Years Ago
merge from music2
8 Years Ago
Increase & randomize time between songs playing
8 Years Ago
merge from prerelease
8 Years Ago
Level up/item unlock notices use the Sound system and are much quieter (still placeholder)
8 Years Ago
Specify mid-clip fade in/out rules on a per-clip basis Song setup tweaks Make sure music stuff only runs on the client Disable music by default (music.enabled convar) Re-add music intensity increases to supply drops & the helicopter
8 Years Ago
Merge from prerelease