1,193 Commits over 3,653 Days - 0.01cph!
Merge fixes + migrate wood gibs to sound system
Undo revert from last week
revert merge from main/distant sound to try to fix asset isues on build server
merge from main/distantsound
Update falloffs before playing a Sound
reapply sound system migration to furnace, campfire, and c4
First pass at distant explosions
Include AudioReverbFilter decay time in sound length calculation
Dynamically adjust sound priority based on distance from the camera (farther voices will be stolen first)
Add reverb falloff script
Add high pass filter falloff script
Add gunshot sound template
First pass at distant gunshots
Migrate remaining sounds to sound system
Reorganize sounds
Fix EffectRecycle deleting effects before sounds finish playing
Distant sounds WIP
WIP - plastic what are you doing
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
Fix owl & gull ambient stings
Actually remove old footstep sounds for real this time?
Fix missing ambience manager prefab in proc map
merge from main/footsteps
Soften up a few hard footstep sounds a bit
Forest footstep EQ tweaks
EQ tweaks on concrete footsteps
Clean up hard grass footsteps
Cross instance sound repetition prevention
Fix rock sounds not playing
Concrete footsteps first pass
Fix ambience for new topologies
Reorganize sounds after move outside resources folder
Make sure the rest of the sound system is using prefab references instead of string names
First pass at snow and wood footsteps
Footsteps WIP / Ambience tweaks
Missing start position randomization