-
Notifications
You must be signed in to change notification settings - Fork 49
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
RI #184
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Merge pull request #175 from snjo/master
Removes the per-physics-tick allocation of a new GameObject when 'auto-hover' is enabled.
FSRotorTrim - Remove FixedUpdate 'new GameObject()'
EditorMarker_CoT.cs relies on IThrustProvider to feed it thrust information. FSEngine doesn't implement this, so I added the appropriate functions (GetMaxThrust(),GetCurrentThrust(),GetEngineType()) and implemented IThrustProvider. EditorMarker_CoT only uses OnCenterOfThrustQuery, which FSEngine already has. Values returned by GetMaxThrust(),GetCurrentThrust() ,and GetEngineType() are only ever used for the game's FX. Because I wanted my changes to only fix bugs without changing the 'feel' of the mod so to speak, I made GetMaxThrust() and GetCurrentThrust() return 0 so that it doesn't add unnecessary particle effects that would feel more at home in a bloody rocket engine rather than a helicopter propeller. This is easily changeable in the future, if anybody so wishes. GetEngineType() is only used for vibrations. Since the goal of my changes to this mod is to fix bugs *without* changing anything else, I didn't want the resulting vibration effect that this results in. Theref
The right audio channel bug was caused by passing a 1 to panStereo instead of a 0. However, this made me realize that the sound never "drops off" so to speak, because panStereo isn't truly 3D. I set group.audio.rolloffMode to AudioRolloffMode to Logarithmic, because Linear had a choppy distance transition. dopplerLevel made things sound too distorted, so I set it to 0 (disabled.) I set SpatialBlend to 1, this is what the vanilla ModuleEngine uses and for good reason - it allows for 3D audio.
…build event Removed "D:\Games\pdb2mdb\pdb2mdb.exe" "$(TargetFileName)" from post-build event due to it being entirely dependent on one user's configuration - namely, it tries to access files from a disk, so presumably the user who added this line had a Unity disk. I don't, and I assume that others might not either.
Fixed editor CoT marker for FSEngine.cs, fixed audio only playing in right ear + now uses SpatialBlend instead of PanStereo for 3D audio
# Conflicts: # For release/Firespitter/Plugins/Firespitter.dll
BobPalmer
added a commit
that referenced
this pull request
May 26, 2017
Merge pull request #184 from snjo/master
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
No description provided.