1,257 Commits over 3,926 Days - 0.01cph!
Create SoundDefinitions from existing Sounds
Finish up sound system refactor
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
Always trigger weapon & hit object strike effects at the same time
first pass at new melee & bullet impact sounds
Flesh bullet impact tuning
merge from main/impactsounds
Less pitch variation on gunshots
Bullet impact volume tweaks
merge from main/riversound
WIP - sounds added, trigger working, trigger added to temparate field bushes
Leaf rustle wavs for different movement speeds
Fix missing attack sound on some guns
Add leaf rustles to all bushes & add support for different rustle intensities based on movement speed
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
First pass at wolf sounds
Fix rustle sound triggers being on the wrong layer
Add player injury sounds and first-person wounded sound effect
Fix sounds cutting out when the object they're attached to is destroyed
Recycle sound objects instead of always instantiating new ones
Fix invalid seek position error
Make sure sounds reset to third person when recycling sound objects