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MJOLNIR Code Mods mods-v0.37.0

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@github-actions github-actions released this 25 Oct 01:15
· 53 commits to main since this release
Immutable release. Only release title and notes can be modified.
c9df945

Reload and grenade sounds for players who join a match under way

A player who joined a match in progress heard gunfire but no reload, grenade or other sound attached to an object; the lobby now gives their game the audio binding the join skipped.

Fixed

  • Silent reloads and grenades for joiners (MJOLNIRLobby 0.17.1). The
    game binds its audio layer to a match's audio world from a world listener
    that runs when a match starts normally. A player who joins a match already
    under way builds their game another way and that listener never runs, so
    the engine dropped every object-attached sound before it reached Wwise:
    reloads, grenade pins and throws, melee, equipment. Gunfire still played
    because it takes another path. The lobby now performs that bind itself once
    the joiner's game is running; the host and players who were in the fireteam
    at the start were never affected and are left alone.

Added

  • A sound tracer for the next audio bug: with MJOLNIRLobby/native/sound_trace.txt
    present when the game starts, every sound the simulation asks for, every
    Wwise event posted and the audio binds are written to sound_trace.log
    (docs/re/client_sound_roles.md).

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The signed set of UE4SS script mods. Every artifact's hash is in
manifest.json, and manifest.json.sig is its Ed25519 signature
over the manifest — verify with keys/mod-signing.pub from this
repository. The launcher does this automatically and installs
nothing that fails verification.

Script mods ship only from this repository's reviewed pull
requests — see docs/contributing_code_mods.md to contribute one.