A new roadmap, recoil, balance, optimization, nicer snow, and more.

Also helped optimizing the flare's shader in order to offload some work from the CPU.

We're successfully tracking multiple harmonics in the engine recording now (white lines w/ blue dots on them in the image above). I had to rejig things quite a bit to get this working well, but it's helped smooth out the problem areas in the green line quite a bit and made the whole system a lot more robust.
In case you've forgotten, the green line essentially tells us how long a single cycle of the engine is. We use that info to take tiny slices of audio that are exactly one engine cycle long and then splice them together back to back to make a final engine sound at any speed covered by the recording. If the timing info we're getting from the green line is off it'll throw off any cycles later in the recording, so it's important to get this really tight.
If you look at the shorter stand-alone peak just to the left of the middle of the image, you'll notice the green line is slightly below the white bit that it's following through the rest of the image. That's pretty much the last issue left to solve, and it's just caused by a few of the weaker harmonics tracking slightly incorrectly. Since most of the harmonics in that section are still correct, I can just take a majority-rules approach and correct the few that are off, which should be trivial.
After the last little bit of this nailed down I'll move on to tank tracks, gun turret movement, and then the really fun stuff: shooting and explosions! Boom boom!