126,618 Commits over 4,109 Days - 1.28cph!
Merge from climate_grading
Craggy underground volume
Hooked up underground volume
Adding missing vertical_hatch_tube volume mesh
Added debug volumes to craggy
hot, cold, hurt overlays smooth a lot better.
Prefab updates to support the moonpool water plane
Adding a less deep 900x900 volume to complete one of the moonpool volumes combo
Added Pool and Moonpool water body types
Moonpool water bodies are visible even when inside water culling volumes
Retired MainCamera.isWaterVisible since things aren't that black and white anymore
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Merge from voiceprops/dlc
Fixed some cases where high volume sensitivity was actually lowering volume sensitivity
Fixed sensitivity setting being calculated incorrectly on the disco floor
Standardised sensitivity between both disco floor variants
Reduce AudioVisualisationEntity samples to 128, improve performance
More beat detection work. Go back from using RMS, as the basic average provides better variation
Create Mp3Streams in a background thread, eliminating hitch when connecting to some radio stations
Balancing volume response, set up laser light
Handle fake input nicely with the new setup
Use both audio channels for audio vis so that player turning around doesn't affect beat detection
Further improvements for the hurt filter
craggy debug biome painting
climate color grading improvements
Prefab and scene updates for transitional pieces (doors)
Added transitional pieces (doors)
Merge from voiceprops/dlc
wip water treatment plant ai
If audio output is set to something other than stereo only pass the first two channels (L/R) into the encoder
Added AudioInterceptComponent.debugChannels to print out audio info
Added 45 and 90 degree corner tubes to underwater labs
Fixed dungeon block volumes in 45 degree corner tube prefabs
Added more underwater labs to dungeon_base_test scene
Updated cinematic anim controller + avatar.
Added dialogue clip.
Hatch tube 45 and 90 degree left and right variants, including convex volumes and prefabs
Roughly keep track of peak audio level to better handle differing volume between stations, or Unity's thing of including the volume level falloff from distance in the data
Merge from voiceprops/dlc