1,257 Commits over 3,926 Days - 0.01cph!
One more for the server build
revert music2 merge until we can sort asset bundle issues out
revert music2 merge until we can sort asset bundle issues out
Fix cs files that slipped through the subtractive merge
Let's see if it's ogg conversion that's breaking assetbundle builds
Back to ogg for music. Let's see if it's the custom editor stuff?
What if we remove all the music code and only include music wavs/meta files?
Let's see if this fixes it
Testing code removal one more time to make sure it wasn't a fluke last time it worked.
Re-adding these one by one until we see which specific script is breaking things. MusicClip first!
level up and item unlock notice sounds
New XP gain sound. Tweaks to other xp related sounds
Music! (still disabled via music.enabled convar by default for now)
Remove audio files for unused song
Preserve sample rate on music
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
NRE Fix when biome/topology map aren't available
Cut warpath from music list
Double barrel shotgun sounds
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
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Set sound modulator value to 1 when fetching new modulators from the pool
Collectable pickup sunds for mushrooms, stones, and stumps
Research table sounds
More sound tweaks & polish
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
Lr300 gunshot tweaks round 2
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
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
merge from main/soundocclusion
merge from main/soundocclusion
Do budgeted sound updates via Update instead of a coroutine
Bring FMOD crash prevention delay times up to old values
Quick mp5 gunshots for helk
move serialized properties on SoundOcclusion outside of if CLIENT