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Fix formatting in changelog
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CHANGELOG.md

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@@ -143,23 +143,27 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Added new lua `Vector` functions: `GetRadRotated(angle)` and `GetDegRotated(angle)`. They return a rotated copy of the vector without modifying it.
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- Added `Enum` binding for `SoundSet SoundSelectionCycleMode`: `RANDOM = 0, FORWARDS = 1, ALL = 2`.
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- Added `Enum` binding for `SoundSet.SoundSelectionCycleMode`: `RANDOM = 0, FORWARDS = 1, ALL = 2`.
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- Added `Enum` binding for SoundContainer SoundOverlapMode`: `OVERLAP = 0, RESTART = 1, IGNORE_PLAY = 2`.
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- Added `Enum` binding for `SoundContainer.SoundOverlapMode`: `OVERLAP = 0, RESTART = 1, IGNORE_PLAY = 2`.
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- New `SoundContainer` function `Restart`, which allows you to restart a playing `SoundContainer`. Also another `Play` function, that lets you just specify the player to play the sound for.
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- New `HDFirearm` INI property `PreFireSound`, which allows you to specify a sound that will play exactly once before the weapon fires. Note that this was designed primarily for things like flamethrowers, semi-auto weapons may wonky with it, and full-auto weapons may fire multiple shots in the first burst, if you don't also set an `ActivationDelay`.
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- New `HDFirearm` INI property `PreFireSound`, which allows you to specify a sound that will play exactly once before the weapon fires.
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Note that this was designed primarily for things like flamethrowers, semi-auto weapons may wonky with it, and full-auto weapons may fire multiple shots in the first burst, if you don't also set an `ActivationDelay`.
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- `SoundSets` have been made a bit more fully featured, they can now have sub `SoundSets` and their own SoundSelectionCycleMode` and they now have a Lua binding so you can create them in Lua with `local mySoundSet = SoundSet()`. They have the following INI and Lua properties:
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`SoundSelectionCycleMode` (INI and Lua R/W) - Determines how sounds in this `SoundSet` will be selected each time it is played (or when `SelectNextSounds` is called). Note that sub `SoundSets` can have different `SoundSelectionCycleModes`. `SoundSets` with sub `SoundSets` and sounds whose `SoundSelectionCycleMode` is `FORWARDS` will first go through their sounds, then each sub `SoundSet`.
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- `SoundSets` have been made a bit more fully featured, they can now have sub `SoundSets` and their own `SoundSelectionCycleMode` and they now have a Lua binding so you can create them in Lua with `local mySoundSet = SoundSet()`.
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They have the following INI and Lua properties:
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`soundSet.SubSoundSets` (Lua R) - An iterator over the sub `SoundSets` of this `SoundSet`, allowing you to manipulate them as you would any `SoundSet`.
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`soundSet:HasAnySounds(includeSubSoundSets)` (Lua) - Whether or not this `SoundSet` has any sounds, optionally including its sub `SoundSets`.
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`soundSet:SelectNextSounds()` (Lua)` - Selects the next sounds for this `SoundSet`. Note that playing a `SoundContainer` will always also do this, so this is only really useful to allow you to skip sounds when `SoundSelectionCycleMode` is set to `FORWARDS`.
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`soundSet:AddSound("Path/to/sound")` (Lua) - Adds the sound at the given path with no offset, 0 minimum audible distance, and default attenuation start distance.
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`soundSet:AddSound("Path/to/sound", offset, minimumAudibleDistance, attenuationStartDistance)` (Lua) - Adds the sound at the given path with the given parameters.
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`soundSet:AddSoundSet(soundSetToAdd)` (Lua) - Adds the given `SoundSet` as a sub `SoundSet` of this `SoundSet`.
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`SoundSelectionCycleMode` (INI and Lua R/W) - Determines how sounds in this `SoundSet` will be selected each time it is played (or when `SelectNextSounds` is called).
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Note that sub `SoundSets` can have different `SoundSelectionCycleModes`. `SoundSets` with sub `SoundSets` and sounds whose `SoundSelectionCycleMode` is `FORWARDS` will first go through their sounds, then each sub `SoundSet`.
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`soundSet.SubSoundSets` (Lua R) - An iterator over the sub `SoundSets` of this `SoundSet`, allowing you to manipulate them as you would any `SoundSet`.
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`soundSet:HasAnySounds(includeSubSoundSets)` (Lua) - Whether or not this `SoundSet` has any sounds, optionally including its sub `SoundSets`.
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`soundSet:SelectNextSounds()` (Lua) - Selects the next sounds for this `SoundSet`. Note that playing a `SoundContainer` will always also do this, so this is only really useful to allow you to skip sounds when `SoundSelectionCycleMode` is set to `FORWARDS`.
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`soundSet:AddSound("Path/to/sound")` (Lua) - Adds the sound at the given path with no offset, 0 minimum audible distance, and default attenuation start distance.
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`soundSet:AddSound("Path/to/sound", offset, minimumAudibleDistance, attenuationStartDistance)` (Lua) - Adds the sound at the given path with the given parameters.
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`soundSet:AddSoundSet(soundSetToAdd)` (Lua) - Adds the given `SoundSet` as a sub `SoundSet` of this `SoundSet`.
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Additionally, `AddSound` and `AddSoundSet` INI properties work for `SoundSets`. They are exactly the same as they are for `SoundContainers`.
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@@ -258,11 +262,13 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- `Scenes` with a `PresetName` containing the strings "Test", "Editor" and "Tutorial" are no longer excluded from the scenarios screen and from the MetaGame.
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- `SoundContainer` is now a concrete Lua entity. This means it can now be created with `CreateSoundContainer("PresetName", "DataModule.rte")` and has all the standard functionality like cloning, etc. To support these changes, a bunch of Lua functionality has been added and modified:
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`soundContainer.Immobile` - Whether or not the `SoundContainer` is immobile. Immobile sounds are generally used for GUI elements and will never be automatically panned, pitched or attenuated.
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`soundContainer.AttenuationStartDistance` - Formerly INI only, this property is now gettable and settable through Lua. See previous changelog entries for details on it.
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`soundContainer.Pos` - Rather than updating the `SoundContainer's` position through `AudioMan`, you should now use the `Pos` property.
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`soundContainer.Volume` - In addition to attenuation based volume changes, it is now possible to set a `SoundContainer's` overall volume. This works together with volume changes caused by attenuation.
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- `SoundContainer` is now a concrete Lua entity. This means it can now be created with `CreateSoundContainer("PresetName", "DataModule.rte")` and has all the standard functionality like cloning, etc.
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To support these changes, a bunch of Lua functionality has been added and modified:
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`soundContainer.Immobile` - Whether or not the `SoundContainer` is immobile. Immobile sounds are generally used for GUI elements and will never be automatically panned, pitched or attenuated.
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`soundContainer.AttenuationStartDistance` - Formerly INI only, this property is now gettable and settable through Lua. See previous changelog entries for details on it.
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`soundContainer.Pos` - Rather than updating the `SoundContainer's` position through `AudioMan`, you should now use the `Pos` property.
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`soundContainer.Volume` - In addition to attenuation based volume changes, it is now possible to set a `SoundContainer's` overall volume. This works together with volume changes caused by attenuation.
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`soundContainer.Pitch` - Rather than updating the `SoundContainer's` pitch through `AudioMan`, you should now use the `Pitch` property. Also note that this now works properly with the game's global pitch so no complicated handling is necessary.
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- `AddSound` and `SelectNextSoundSet` Lua bindings have been moved from `SoundContainer` to `SoundSet`. The latter has been renamed and the former have been trimmed down slightly since some complexity is no longer needed. Their speciifcs are mentioned in the `Added` section.
@@ -313,9 +319,11 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Removed `Activity` property `FundsOfTeam#`, use `Team#Funds` instead.
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- Some functionality has been moved from `AudioMan` to `SoundContainer`. As such, the following `AudioMan` Lua bindings are no longer available:
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`SetSoundPosition(soundContainer), SetSoundPitch(soundContainer, PlaySound(filePath, position, player, loops, priority, pitchOrAffectedByGlobalPitch, attenuationStartDistance, immobile)`
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The lengthy `PlaySound` function should be replaced by making a `SoundContainer` in your `Create` function and setting properties appropriately. This can be done by creating one defined INI with `soundContainer = CreateSoundContainer(...)`, or by making an empty one with `soundContainer = SoundContainer()`.
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- Some functionality has been moved from `AudioMan` to `SoundContainer`. As such, the following `AudioMan` Lua bindings are no longer available:
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`SetSoundPosition(soundContainer)`, `SetSoundPitch(soundContainer`, `PlaySound(filePath, position, player, loops, priority, pitchOrAffectedByGlobalPitch`, `attenuationStartDistance, immobile)`
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The lengthy `PlaySound` function should be replaced by making a `SoundContainer` in your `Create` function and setting properties appropriately.
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This can be done by creating one defined INI with `soundContainer = CreateSoundContainer(...)`, or by making an empty one with `soundContainer = SoundContainer()`.
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***
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