1,192 Commits over 3,865 Days - 0.01cph!
Back to ogg for music. Let's see if it's the custom editor stuff?
Let's see if it's ogg conversion that's breaking assetbundle builds
Fix cs files that slipped through the subtractive merge
revert music2 merge until we can sort asset bundle issues out
One more for the server build
Increase & randomize time between songs playing
Level up/item unlock notices use the Sound system and are much quieter (still placeholder)
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
Fix for PhysicsEffects error when collision.contacts is empty
More item pickup/drop ui sounds
Physics sounds/effects WIP
Caught fish sounds (fish trap)
Fix rain surface ambience not playing
merge from main/mix-polish
Mix improvements, lots of sound polish, more variations for a bunch of common sounds, etc, etc
Handle out of range AmbienceEmitters in AmbienceManager.Tick instead of OnCullingGroupChange (more reliable + better CullingGroupSendEvents perf)
Slight tweak to out of range AmbienceEmitter deactivation
Ensure AmbienceEmitters always fade out on deactivation
AmbienceEmitter doesn't fade in quite as fast when there's no sound currently playing
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
AmbienceManager update tweaks
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
Make sure all in world ambience emitters are flagged as static