* Start samples at full velocity when using envelopes that start with a delay of 1
This can help eliminate sample artifacting that happens during a transition between a sudden fade-in into normal volume. It's not completely eliminated due to some processing weirdness, but it's a massive improvement.
* Fix vanilla issue causing misalignment when samples are initialized and played back with low attack values
NOW the artifacting is actually gone for real
* Improve artifacting bugfix
The first solution would've honestly been satisfactory, but this one seems to be slightly more accurate while actually removing code rather than adding it
* Fix rooms and doors
* Update object_helpers.c
* Update object_list_processor.h
* Update object_list_processor.c
* Fix formatting
* Revert a formatting
* Clean up geo_switch_area
* Clean up geo_switch_area (more)
* Move TransitionRoomData struct
* Revert star door collision check optimization
* Move load_object_collision_model and bhv_door_rendering_loop back out of star_door.inc.c
* Combine metal door model IDs
* Revert metal door sound fixes
* Add light configuration settings to BETTER_REVERB
This can reduce runtime demand down to ~75% of the standard demand, at the cost of the configurability of generally more advanced parameters
* Reformat the BETTER_REVERB preset entries to be easier to look at
* :peterVOID:
* haha lol formatting change definitely related to reverb yes this isn't unwarranted at all lmao hehe hoho