8,769 Commits over 1,735 Days - 0.21cph!
Fix brief green flash in a different way, without requiring recursive calls
Add RefreshLightState to profiler
Fixed bugs with signals that were right next to each other, etc. Killing my recursive RefreshLightState until I stop it stack overflowing on complex rail networks.
A proper signal light refresh system
Signal lights now working correctly in test scene, detecting trains etc on rails and changing lights to red/yellow/green as expected
Setting up spline move methods to be more general
Signals seems to be managing to find each other in all situations now, while ignoring each other if facing the wrong way.
Merge Main -> Experimental
Fixed corrupted 2module_flatbed prefab
Fixed bugs with signals getting the next signal
Fixed distAlongSpline bug
Signal learns its block size
Signal can find the next signal and pass the info back
Accept stopAtSignal parameter
Some more track spline code cleanup
Merge rail_network_link -> TrainSignals
Factored out next/prev spline moves inside GetSplineAfterMove
Similar encapsulation for inputs, using new MoveRequest and TrackRequest
Refactored GetSplineAfterMove results into a struct since the method signature was getting a bit much
WIP on signals finding their track block sections and the next signal
Set default light state to green
Another test map edit, adding a train
Train signals on my test map
Point lights for the signal lights, new Test FX debug optin
Reduce signal light mat brightness
Temporary signal light FX test method. Fixed missing renderer assignments on signal light B.
Fixed missing toggle assignment
Setting up train signal lights and network flags
Merge Main -> rail_network_link
Merge Main -> Experimental
Define player heli engine starting flag
Show the old default BaseEntity.Flags inspector if we don't find an associated entity
Any inspector dropdowns that set an Entity.Flags mask now show, in brackets, any custom defined names for those flags in the full class hierarchy of the nearest parent entity.
New "Print defined flags" context menu option for BaseEntity, that prints out the list of flags that have been defined in the class heirarchy. Fixed the flags list in EntityFlag_ToggleEditor not including private or protected flag defines.
Merge IsVisibleRedo -> Main
Merge EntityFlagToggleWarning -> Main
Merge rail_network_link -> Aux2
Set a smallish default world size on ProceduralMapRailSimple
Train signals are now entities (but they don't do anything special yet)
Merge Main -> Experimental
Rebuilt rail splines again
Final car explosion force edits
Another explosion force edit
Reduce the effect of anti-vehicle damage on vehicle explosion forces. Makes the force from HV rockets vs. cars less extreme, more like the force from basic rockets.
Reduced explosion force push on modular cars