106,911 Commits over 3,836 Days - 1.16cph!
Bugfix: don't leak looping sounds when quick-switching
It's possible that equipped items with sound effects (setup via sound player) can enable-then-disable across 2 frames, before SoundManager picks up the pending play request. If it's a looping sound(like torches burn loop) it would stay alive forever. Now we cleanup the pending requests on disable of sound player.
Tests: mousewheel quickswitched between rock and a torch and observed numbers in audio.printsounds - the burn loop is no longer accumulating.
Smoothed vendor entry and exit to spline
Bradley much less likely to enter a spline when turning or facing a target from behind
Update: SoundManager pools internal lists
The pooling effect is minimal, but it achieves 2 small improvements:
- we don't hold lists in memory for sounds that don't reapper for a while - those can be reused in other parts of the code
- audio.printsounds no longer reports 0 active sounds per definintion
Tests: On craggy quickswitched between equipped items. Saw the various sounds appear and disapper in the logs.
Update: microphone drops any sounds it has accumulated on destroy
Tests: tested by playing the flute when exploding the microphone stand connected to a speaker
Update: MiningQuarry drops sound assets when destoyed (though it's invulnerable)
Tests: none, trivial change (same type of changes as previous)
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Update: modular car's engine drops all sound resources on disable
Tests: blew up a modular car
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Update: AmbianceWaveSounds recycles sounds on disable
Tests: none targetted(same type of change as before), but have been live on my branch for 2d while testing and working on other changes.
Run the update process on a fresh version of the animator from main, fixes all overrides
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
Switched player_model to use standard animator (it was getting set to this at runtime anyway)
Removed some test animator controllers
Remove the mention of floating bottles on the load screen tips
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
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Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
Check if the last placement error is null or empty before sending it
Fix attempt for the occasional empty error toast sent by the server
Add `download_demo` command to download list of demo chunks and extract player demos from them
- expects a JSON object containing list of files & users to extract from the downloaded chunks
Added siege tower
Baseline, prefabs
Fix flashing being toggled on & off if you press 'F' to focus on player with map open
Merge from main -> full_server_demo_client_reader
Projectile speed and gravity affected by catapult charge when fired
Added 3 placeholder boulder explosion VFXs
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Better physics setup (placeholder wheel movements)
Added push intertaction
Remove old spline leave code
Perform strafe target check before bothering to enter orbit state
Prevent Bradley from instantly rejoining spline
tweaks to the viemodel reload anim based on feedback
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
Update: Engine blend loop drops it's sound resources on disable
Tests: none, trivial change (same type of change as previous)
Update: Tree now drops it's sound resources on client destruction
- It also drops the Gain mod when fading out sound loop during fall
Tests: cut down a tree, saw relevant audio events in logs
Update: Traveling Vendor drops it's sound resources on client destruction
Tests: none, trivial change (same type of change as previous)
Update: Parachute and Sled drop their sound resources on destroy
Tests: none, trivial changes (same type of change as previous)
Update: CCTV and SpinnerWheel drop their sound resources on disable/destroy
Tests: none, trivial change (same type of change as previous)
Update: Sub, Snowmobile, Tugboar and Train drop their sound resources on disable/kill
- In Snowmobile's case Ski audio was previously (accidentally?) retained when sim stopped
- Train engine used to retain damage and engine reflection sounds (assume an accident/bug)
Tests: none, trivial changes (same type of changes as previously)
Update: CargoShip drops sounds resources on disable
- Also added a couple convenience StopXSound methods, since it has a bunch of different sounds.
Tests: none, trivial change (same type of change as before)
Update: Ferry drops it's sound resources when disabled
Tests: none, trivial change (same type of change as previous)
Bugfix: PatrolHeli now releases modulators alongside the sounds
Tests: none, trivial change
Bugfix: Drone now releases pitch modulator on destruction
Tests: none, trivial change
Update: Modular Vehicle drops sound resources on destruction
Tests: plugged in engine comps on Craggy's spawned vehicle, drove around in it. Put some timed c4 and drove until explosion - confirmed resources got released via logs.
Update: Helicopter now drops sound resources when disabled/retired
- Also fixed a potential NRE when requesting a sound fails
Tests: spawned an attack heli and flew around in it with jumping out at various stages. Also destroyed it to trigger sound recycling.