branchrust_reboot/main/entityflagtoggle_skipsoundscancel

4 Commits over 0 Days - Infinitycph!

20 Days Ago
Compile fix
20 Days Ago
Added 3 new listener kinds to EntityFlag_Toggle so BBQ and flame turrets can benefit from the optim on 166947 Fixes BBQ and flame turrets playing wrong sounds when deployed
20 Days Ago
meger from main
20 Days Ago
EntityFlag_Toggle events now skips one shot sounds the first time it runs, when entity spawns - fixes furnaces playing their extinguish sound when spawned (many other entities had the same issue: campfire, mixing table..) - it didn't cause any perf issues before: the sound manager drops one shot sounds beyond their audible range, and entities spawned at network range, far beyond it - now that we have base occlusion, you could hear them spawning which was an issue for both gameplay and performance