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Little more adjustment
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CHANGELOG.md

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@@ -52,15 +52,6 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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team -- The team to use when calculating the path, allowing the path to ignore that team's doors. If not specified, it will default to `Activity.NOTEAM`, and no doors will be ignored.
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);
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```
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- New FMOD and SoundContainer features:
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The game is now divided into SFX, UI, and Music busses which all route into the Master bus.
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The SFX bus has compression added for a better listening experience, and a safety volume limiter has been added to the Master bus.
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Aside from volume being attenuated, sounds will now also be lowpass filtered as distance increases.
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New `SoundContainer` INI and Lua (R/W) property `BusRouting`, which denotes which bus the SoundContainer routes to. Available busses: `SFX, UI, Music`. Defaults to `SFX`.
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`Enum` binding for `SoundContainer.BusRouting`: `SFX = 0, UI = 1, MUSIC = 2`.
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New `SoundContainer` INI and Lua (R/W) property `PanningStrengthMultiplier`, which will multiply the strength of 3D panning. This can be used to achieve for example a psuedo-Immobile effect where attenuation effects are still applied but the sound does not move from the center. Recommended to keep between 0.0 and 1.0.
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New `SoundContainer` INI and Lua (R/W) property `CustomPanValue`, which hard-overrides the panning of a sound. Clamped between -1 and 1 for left and right panning. 0 disables the override and will re-enable default behavior. This should probably only be used on Immobile sounds, but it can be used on any sound.
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- Many new sounds added to the game.
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Browncoats have gotten a full sound revamp for everything except their actors. Every Browncoat item now has its own custom sounds.
@@ -76,6 +67,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- Timed capturing docks for rockets and dropships, which are nifty on their own but shine when used with the DockingHandler to have AI use them.
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- Three new Browncoat items have been added: a shield with reactive explosive armor, a revolver, and a close-range incendiary battle rifle.
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- A whole suite of Lua frameworks for activities:
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BuyDoorHandler, which has a few utility functions to use buy doors at the activity-level easier.
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DeliveryCreationHandler, which standardizes creating squads of actors and their equipment.
@@ -100,6 +93,15 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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`tracy.Message(text)` to send a tracy message.
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Lua scripts without any tracy documentation are still profiled by tracy, however only at a granularity of how long the entire script takes to execute.
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- New FMOD and SoundContainer features:
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The game is now divided into SFX, UI, and Music busses which all route into the Master bus.
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The SFX bus has compression added for a better listening experience, and a safety volume limiter has been added to the Master bus.
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Aside from volume being attenuated, sounds will now also be lowpass filtered as distance increases.
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New `SoundContainer` INI and Lua (R/W) property `BusRouting`, which denotes which bus the SoundContainer routes to. Available busses: `SFX, UI, Music`. Defaults to `SFX`.
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`Enum` binding for `SoundContainer.BusRouting`: `SFX = 0, UI = 1, MUSIC = 2`.
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New `SoundContainer` INI and Lua (R/W) property `PanningStrengthMultiplier`, which will multiply the strength of 3D panning. This can be used to achieve for example a psuedo-Immobile effect where attenuation effects are still applied but the sound does not move from the center. Recommended to keep between 0.0 and 1.0.
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New `SoundContainer` INI and Lua (R/W) property `CustomPanValue`, which hard-overrides the panning of a sound. Clamped between -1 and 1 for left and right panning. 0 disables the override and will re-enable default behavior. This should probably only be used on Immobile sounds, but it can be used on any sound.
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- New `HeldDevice` Lua function `IsBeingHeld`, which returns whether or not the `HeldDevice` is currently being held.
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- New `HeldDevice` INI and Lua (R/W) property `GetsHitByMOsWhenHeld`, which defines whether this `HeldDevice` can be hit by MOs while equipped and held by an actor. Defaults to false.
@@ -166,9 +168,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- New `MOPixel` Lua functions `GetColorIndex()` and `SetColorIndex(int newColorIndex)`, which allow you to get and set the index of the pixel's color.
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- Three new Browncoat items have been added: a shield with reactive explosive armor, a revolver, and a close-range incendiary battle rifle.
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- AI idle aim timer (the time the AI stops after aiming fully up or fully down in sentry mode) is now customizable using a custom number value for ACrabs. Use it to make your turrets less spastic.
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- AI idle aim timer (the time the AI stops after aiming fully up or fully down in sentry mode) is now customizable using the custom number value `AIIdleAimTime` for ACrabs. Use it to make your turrets less spastic.
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</details>
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@@ -246,7 +246,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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<details><summary><b>Removed</b></summary>
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- Removed RealToSimCap and OneSimUpdatePerFrame. Instead we try to always target 60fps, even if it slows the simulation down a little.
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- Removed `RealToSimCap` and `OneSimUpdatePerFrame`. Instead we try to always target 60fps, even if it slows the simulation down a little.
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</details>
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