GI and audio fix stuff
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@@ -1,10 +1,11 @@
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{
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"ID": "492a33824049ba25a8bdcdb148179e67",
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"TypeName": "FlaxEditor.Content.Settings.AudioSettings",
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"EngineBuild": 6219,
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"EngineBuild": 6602,
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"Data": {
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"DisableAudio": false,
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"DopplerFactor": 1.0,
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"MuteOnFocusLoss": false
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"MuteOnFocusLoss": false,
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"EnableHRTF": false
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}
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}
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@@ -1,7 +1,7 @@
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{
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"ID": "f94d5aae457aeba67033a8a4ca753214",
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"TypeName": "FlaxEditor.Content.Settings.GraphicsSettings",
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"EngineBuild": 65045,
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"EngineBuild": 6602,
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"Data": {
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"UseVSync": false,
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"AAQuality": 3,
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@@ -14,8 +14,9 @@
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"DefaultProbeResolution": 128,
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"UseHDRProbes": false,
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"EnableGlobalSDF": true,
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"GlobalSDFDistance": 15000.0,
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"GlobalSDFQuality": 2,
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"GenerateSDFOnModelImport": true,
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"GenerateSDFOnModelImport": false,
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"GIQuality": 3,
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"GIProbesSpacing": 100.0,
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"GlobalSurfaceAtlasResolution": 4096,
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@@ -30,7 +31,7 @@
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"FadeDistance": 500.0
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},
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"GI": {
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"OverrideFlags": 63,
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"OverrideFlags": 55,
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"Mode": 1,
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"Intensity": 1.0,
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"BounceIntensity": 1.0,
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@@ -39,7 +40,7 @@
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"FallbackIrradiance": {
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"R": 1.0,
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"G": 0.0,
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"B": 0.83657455,
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"B": 0.014919281,
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"A": 1.0
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}
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},
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@@ -153,7 +153,7 @@ public static class AudioManager
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audioSource.Name += ", pitch: " + pitch;
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if (pitch != 0f)
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audioSource.Name += ", delay: " + randomDelay;
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Console.Print("playing sound " + audioSource.Name);
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//Console.Print("playing sound " + audioSource.Name);
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if (channel > 0)
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actorChannels.channelSources[channel] = audioSource;
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@@ -204,7 +204,6 @@ public class ConsoleInstance : IDisposable
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// Initializes the Console system.
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internal void InitConsoleSubsystems()
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{
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return;
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#if USE_NETCORE
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var assemblies = Utils.GetAssemblies();
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#else
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@@ -11,6 +11,7 @@ using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using FlaxEditor;
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using FlaxEditor.Content.Settings;
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using FlaxEngine;
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using FlaxEngine.Assertions;
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using FlaxEngine.GUI;
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@@ -1470,7 +1471,7 @@ public class Q3MapImporter : Script
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light.IndirectLightingIntensity = IndirectLightMultiplier;
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light.ShadowsDepthBias = 0.0565f;
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light.ShadowsDepthBias = 0.0565f * 4.2f;
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// if low quality shadows
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//light.ShadowsDepthBias = 0.2492f;
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