115,808 Commits over 3,959 Days - 1.22cph!
[D11] Psn blocked list auth
Added deployable decay to deployed instruments
Added a music stage to compound chill zone with a few static instruments
[D11] Water Treatment, Water Well, Radtown, Mining Quarry Compound and Power Substation Big 1 SLOD Textures.
[D11][SERVER] Null Pointer fix
foliage rocks filter update, added GenerateCliffTopology to the gaea level world stack
New background videos
Updated horse background video
Reworked ALT and Mountain topologies for Damian
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More cleanup
If unable to find a recording when using playrecording, print out the options in the directory
Fixed repair costs not matching crafting costs on static instruments
Fixed vehicle garage refresh
Fixed piano not being able to play all of it's notes (note array needed to be regenerated)
Fixed piano deploy sound registered on the piano as D0
NoteSFXImporter now skips sound definitions with "mount" or "deploy" in their name
Vehicle garage UI changes, plus added warning if vehicle isn't in a driveable state in the garage. Protocol++ due to syncing occupant data.
Fixed some errors on HapisIsland
Fixed errors on savas island scenes
Fixed a bunch of read-only mesh errors across several monuments
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less variation on cowbell sound
Instruments increase local player sound priority with SetPriorityModifier instead of SetPriority
Setting music volume to zero doesn’t stop menu music from playing unless menu music volume is also set to zero
Initial sound priority update for oneshots uses distance from SoundManager.RequestSoundInstance instead of calculating it again
Here's a ton more sounds to import
Added AudioClipImporterSetup
Slightly adjust sound priority dynamically based on camera distance
Specific sounds can have priority modified at runtime so we can make local player sounds higher priority, etc
Tweak priorites on some SoundClasses
Hobobarrel static fixes.
Scene backup.
lower physics sound priority a little bit
Sounds disable/enable their audioSources when pause/unpause are called instead of just pausing/unpausing them
Out of range oneshot sounds played at a specific position are skipped like out of range parented sounds
SoundPlayer defaults to PlayOneshot when playing non-looped sounds immediately
Fixed hair parts sometimes not getting removed.
[D11] LOD distance tweaks to water wells assets
[D11] + Bandit_Town LOD's tweaked