Work Log 8/20/2025
Built the new monitor stand today to support the new 4k 144hz HDR monitors, i have 2 of them right now 3 more should be here tomorrow.
Renamed a few of the events in the melee component for clarity. The melee component ever only exists on NPCs so the events there center around the NPCs doing something like NPC attack blocked, NPC Start Blocking etc
Fixed a bug where shield bashing would only ever play the anim once
Added some code to differentiate which sound and particle effect to spawn when npc blocks based on whether or not they are holding a shield.
Fixed some incorrect references in the base object combat code.
Collapsed the code for spawning an item drop sound into a function
Added an array of sounds for metal clangs to make the MS_ParrySound Metasound more random we were previously only playing a single sound effect inside the meta sound when a parry happened, i plan to also use this sound for general weapon hits like for if you are holding two weapons and hitting them together, previously we were using the hit sounds for this, but that doesn't really make sense seeing as those are a bit meatier.
Scratch that. Cant use the parry sound for the player just hitting two held weapons together sounds fucking weird, besides the parry sound should stay specialized as it is. So i created another metasound thats the same base sound as the parry sounds but with reverb and non of the extra effects that make up the parry sound effect.
Found a bug in Gabriel's metasound design. He was sometimes using (Trigger Accumulate) to kill the metasound in locations where the full accumulation never would have happened, the node he should have been using was (Trigger Any)
Added a shield hit sound array to my new PlayerHitWeaponsTogether Metasound
Removed some code in the Melee component function EnemyBlockHit that would sometimes lead to a dead end causing the NPC to neither block or parry.
Fixed an audio bug related to dropping weapons. they would previously play a sound for if they hit something like the floor, but if they hit another weapon that had previously been picked up and dropped it wouldn't make the sound for hitting another weapon.
Added a Do Once gate to the item drop sound also pushed it into a sperate event thats resettable so we can better control how that sound effect plays and stop sound spam
These new weapons sounds now report noise events so if players are sneaking around, but then decide to start banging their weapons together it will alert NPCs.
Dropped weapons and other items also produce noise events meaning you can actually throw something to distract an npc now if they haven't detected you, pretty cool.