221,915 Commits over 3,653 Days - 2.53cph!

12 Days Ago
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12 Days Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle
12 Days Ago
Assigned correct materials to the harbor crane prefab
12 Days Ago
Don't show header/footer when viewing game info
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Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c# Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU Handle all array index stuff in cubemapper Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler GGX filtering Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples Assert isn't valid anymore in ComputeImageViews since we can pass a cube array Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster https://i.imgur.com/b61mX1Y.png Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV
12 Days Ago
Lets try this instead
12 Days Ago
Include model view bounds too
12 Days Ago
Fuck this junk, we don't need it afterall
12 Days Ago
Clean session info
12 Days Ago
Improve animated sceneobject bounds, include render bone sphere radius, fallback on mesh bounds
12 Days Ago
Fix more timers
12 Days Ago
Fix minute countdown Prevent submissions after deadline (I should have probably checked this sooner)
12 Days Ago
F1 brings up the game description modal Add to AnalogLook description, letting everyone know it's already scaled by sensitivity Remove unused Show info when entering a game Fix modal cursor when in game
12 Days Ago
ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations
12 Days Ago
Vulkan: Show error message box and bail on VK_ERROR_DEVICE_LOST Vulkan: Enable Nvidia Aftermath for GPU crashdumps with VK_NV_device_diagnostic_checkpoints Vulkan: Add VK_EXT_device_fault support and dump info after device loss Vulkan: out-of-date or suboptimal swapchains are verbose logging Vulkan: Assert for absurd swapchain width/height that are happening during shutdown Vulkan: Log layers that are older than specified API version, these are the most likely cause of GPU device crashes
12 Days Ago
Leaderboard backup, run #10371
12 Days Ago
Finished crane LOD0 and textures
13 Days Ago
Submit combination to unlock
13 Days Ago
Reversed RAND switch behaviour, passes power when on and resets to off
13 Days Ago
Fixed pressure pads blocking power passthrough for a bit when triggered
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Cubemap fog uses material inside hammer now MapInstance now loads Cubemap fog reference
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13 Days Ago
Fix crashes due to returning address to temporary locals Split this off
13 Days Ago
Merge property or variable get / set nodes https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
13 Days Ago
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
13 Days Ago
Accessor node refactor
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Config Mixer/Collision
13 Days Ago
Audio sliders to settings menu
13 Days Ago
Failing property binding test Allow type loaders to specify read / write access to properties and fields Fix property parameters when disconnected
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Accessor node binding tweaks
13 Days Ago
These should be continue, not return Precache the sound before trying to preload it These refs aren't really for us Unused We don't really need this cache size logic, right Reconfigure this Give some warnings if we fail here, just so we know Tweak SoundFile.LoadAsync, GetSamplesAsync
13 Days Ago
Fix contest time
13 Days Ago
Reset anim graph instance on model change
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Use IEnumerable<T> for ParameterDefinitionExtensions
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Make ParameterDefinitionExtensions public
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Make ParameterDefinitionExtensions public
13 Days Ago
Make control sheet labels draggable Dropping a component property will create a set node https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4 Facepunch/sbox-issues#5129 EditorNode display fixes for embedded targets
13 Days Ago
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Fixed SetStructField test Tests for += / -= / *= / /= nodes Improve property node serialization Update Node.ToString() More property assignment tests Handle type mismatch / missing operator for += etc nodes Refactor PropertyNodeDefinition to extend AccessorNodeDefinition Merged var.get / var.set nodes
13 Days Ago
Merged property node definitions Upgrader simplifications Version 6 upgrader Test fixes Fixed SetStructField test Tests for += / -= / *= / /= nodes Improve property node serialization Update Node.ToString() More property assignment tests Handle type mismatch / missing operator for += etc nodes Refactor PropertyNodeDefinition to extend AccessorNodeDefinition Merged var.get / var.set nodes
13 Days Ago
positioning tweaks
13 Days Ago
Leaderboard backup, run #10351
13 Days Ago
Leaderboard backup, run #10350
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Leaderboard backup, run #10347
13 Days Ago
Fixed batteries draining more than the current energy they receive