Skip to content
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

Merged
merged 13 commits into from
May 26, 2017
Merged

RI #184

merged 13 commits into from
May 26, 2017

Conversation

BobPalmer
Copy link
Collaborator

No description provided.

BobPalmer and others added 13 commits February 1, 2017 16:30
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 BobPalmer merged commit 8d8ceaa into DEVELOP May 26, 2017
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
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants