8,744 Commits over 1,735 Days - 0.21cph!
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
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).
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Match compressor on all audio mixer snapshots
Make sure compression var is saved
Switched again to -6 and -12
Reduced threshold settings slightly after testing to -6.5 or -13
New game menu audio option for dynamic range compression. Default is None. Can also select Low (-7.5dB threshold) or High (-15dB threshold)
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.
Add missing TagManager layer name change
Changed all bush colliders to triggers
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.
Test map stuff for testing. Vehicles, keycard.
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).
Moved ice AK ice FX from Debris layer to TransparentFX.
Moved some spray can components off the Debris layer
Merge Main -> RagdollsOnVehicles2
Cherry pick flatbed prefab fix to Aux2 + manifest rebuild
Merge rail_network_link -> Aux2
Fixed train signal lights at low LODs
Greatly sped up RefreshLightState by caching the splines that are part of each signal's block
TrainSignal class cleanup
Reduced garbage gen in RefreshLightState to zero
Merge TrainSignals -> rail_network_link
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