This is a small update with a few fixes and some changes to VOIP as well as a small physics change to help with the character/weapon jitter once dropped or dead. Because its all now client side you may notice some dropped weapons and/or dead bodies are not visually in sync between all clients. This will be fixed once we figure out the best way to do so and still be server side so things are sync'd between clients.
Game
Build Id: 2969461
Approx. Size: 665mb
Dedicated Server
Build Id: 2969466
Approx. Size: 27mb
CHANGELIST
FIXES
* FIXED Manufacturer copyright issues with MPX texture and started to add custom labeling
* FIXED missing section of Storage Facility
CONTENT
* Tanker Ship
* Cleaned up soem more navmesh in non playable areas
* Added missing collision on main structure wall
* Production lighting build
* Storage Facility
* Made some design adjustments to main tunnel to help rendering
* Setup cull distances for objects in main tunnel area
* Adjusted distance field settings for a few objects
* Upped lightmap resolution for a few tree types
CODE
* enabled debug messages for default kits to see WTF is going on for online servers and Team Elimination
* change voice data from using cues to waves
* updated affected C++, Blueprints and other assets.
* removed voice sound cues from P4.
* created GBSoundNodeMasterSlave - "Master Duration" sound node.
* allows playing two or more sounds together, but ending them all when the master sound ends.
* using this to replace the need for multiple audio components to support radio squelches & transmission noise
* created A_RadioWrap_Cue & A_VoiceWrap_Cue for use with GBVoipManager
* updated GBVoipManager
* swapped to using wrap cues, replacing need for multiple audio components for radio based comms.
* removed voice/radio classes - now part of wrap cues
* removed BackgroundRadioComponent variables since it is no longer needed.
* removed attentuaions - now part of wrap cues
* updated Tick() to only bother attempted to list, send or receive if there is a valid world, game state, playerstate & pawn.
* replaced VOIPDataMap with VOIPDataList (TMap to TArray) to avoid TMap issues
* created separate PreRecList for the pre-recorded radio sounds
* added check to GBDroppedItem to tell it to settle the fuck down after 5 seconds if its jittering still
* made dead bodies entirely client side until we sort out a server to client physics issues that make em' wiggle
