userBill Bcancel
reporust_rebootcancel

8,744 Commits over 1,735 Days - 0.21cph!

6 Months Ago
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
6 Months Ago
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
6 Months Ago
Exposed parameter didn't save? Try again
6 Months Ago
Match compressor on all audio mixer snapshots
6 Months Ago
Make sure compression var is saved
6 Months Ago
Switched again to -6 and -12
6 Months Ago
Reduced threshold settings slightly after testing to -6.5 or -13
6 Months Ago
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
7 Months Ago
Un-bypass the master buss audio compressor, but with 0db threshold by default. Set attack to minimum (10ms) and release to a smooth 600ms so we don't pump too much on gunshots.
7 Months Ago
Add missing TagManager layer name change
7 Months Ago
Changed all bush colliders to triggers
7 Months Ago
Test map edit again
7 Months Ago
Renamed Debris layer to Bush. A few random things remain using the layer that aren't bushes - they will be reassigned soon. Bush layer no longer collides with anything in the physics matrix.
7 Months Ago
Test map stuff for testing. Vehicles, keycard.
7 Months Ago
Moved a couple of world models from Debris to the Default layer (the layer is always set via whatever layer is set on generic_world.prefab anyway - usually world models use Default on their own prefab in the meantime).
7 Months Ago
Moved ice AK ice FX from Debris layer to TransparentFX.
7 Months Ago
Moved some spray can components off the Debris layer
7 Months Ago
Merge Main -> RagdollsOnVehicles2
7 Months Ago
Cherry pick flatbed prefab fix to Aux2 + manifest rebuild
7 Months Ago
Merge rail_network_link -> Aux2
7 Months Ago
Fixed train signal lights at low LODs
7 Months Ago
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
7 Months Ago
TrainSignal class cleanup
7 Months Ago
Reduced garbage gen in RefreshLightState to zero
7 Months Ago
Merge TrainSignals -> rail_network_link
7 Months Ago
Fix compilation
7 Months Ago
Fix brief green flash in a different way, without requiring recursive calls
7 Months Ago
Add RefreshLightState to profiler
7 Months Ago
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.
7 Months Ago
A proper signal light refresh system
7 Months Ago
Signal lights now working correctly in test scene, detecting trains etc on rails and changing lights to red/yellow/green as expected
7 Months Ago
Setting up spline move methods to be more general
7 Months Ago
Method rename only
7 Months Ago
Signals seems to be managing to find each other in all situations now, while ignoring each other if facing the wrong way.
7 Months Ago
Merge Main -> Experimental
7 Months Ago
Fixed corrupted 2module_flatbed prefab
7 Months Ago
Fixed bugs with signals getting the next signal
7 Months Ago
More signal WIP
7 Months Ago
Fixed distAlongSpline bug
7 Months Ago
Signal learns its block size
7 Months Ago
Signal can find the next signal and pass the info back
7 Months Ago
Accept stopAtSignal parameter
7 Months Ago
Some more track spline code cleanup
7 Months Ago
Merge rail_network_link -> TrainSignals
7 Months Ago
7 Months Ago
Factored out next/prev spline moves inside GetSplineAfterMove
7 Months Ago
Similar encapsulation for inputs, using new MoveRequest and TrackRequest
7 Months Ago
Refactored GetSplineAfterMove results into a struct since the method signature was getting a bit much
7 Months Ago
WIP on signals finding their track block sections and the next signal
7 Months Ago
Set default light state to green