643 Commits over 3,834 Days - 0.01cph!
Fix rustle sound triggers being on the wrong layer
First pass at wolf sounds
Switch BaseCombatEntity impact override to GameObjectRef
Allow BaseCombatEntity to override the default impact effect
Add unique impact sound to barrels
Destroy only the placeholder (instead of all child objects) when refreshing a TreeMesh
Re-add bush rustles
Add rustles to trees
Reduce falloff distance for impact sounds
First pass at bear sounds
Fix SoundPlayerCull and add support for distance based culling
Re-add river sounds to terrain gen
Fix missing sound references
merge from main/bushrustles
merge from main/riversound
Bullet impact volume tweaks
Less pitch variation on gunshots
merge from main/impactsounds
Fix ambience node always thinking the environment has changed
First pass at beartrap sounds
Fix hilarious doppler effect issue on speeding deer footsteps
Make sure looping sounds continue playing when their gameobject is disabled and re-enabled
Fix missing sounds on a few in-world objects
Impact sound volume tweaks
Fix reverb falloff on gunshots not updating before the sound starts playing & optimize reverb/highpass falloff scripts
missing if CLIENT for new sound stuff
merge from main/soundrefactor
Adjust cargo plane volume
Water footsteps first pass
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)
Don't update reverb/highpass falloff every frame + additional sound profiling
Use the correct sound template for the cargo plane loop
Fix radiation sounds not playing
Slight increase to max distance on default sound template
Increase overall volume of in world sounds
Volume/mix adjustments for some impact sounds
Migrate geiger sounds to sound system and reduce volume
merge from main/underwater
merge from main/distantsound
revert merge from main/distant sound to try to fix asset isues on build server
merge from main/distantsound
Fix compile error and reapply footstep updates
Consolidate some footstep stuff that doesn't need to be in two separate classes
Extend footstep raycast range so footsteps trigger more reliably when running downhill
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events