239,741 Commits over 3,837 Days - 2.60cph!

6 Months Ago
manifest
6 Months Ago
container double door files
6 Months Ago
backup
6 Months Ago
Leaderboard backup, run #10395
6 Months Ago
Preliminary screen setup & related files.
6 Months Ago
Split the base off of the crane and rotate the entre entity rather than a child This allows us to parent the player to the crane platform while it rotates S2P harbor_1
6 Months Ago
Set up initial mesh colliders on the crane
6 Months Ago
Add a parent volume to the top of the container so players can stand on top of them while they move
6 Months Ago
Have the bike to lean and balance appropriately when cornering (insert "not balanced for lean" joke here). Plus more tyre friction.
6 Months Ago
WIP crane saving
6 Months Ago
New PD controller style roll stabilisation, working rather well. + code formatting
6 Months Ago
Cargo ship crane gets started in dev scene via new dev trigger component
6 Months Ago
Brutalist church progress and added blend mask to metal roof textures
6 Months Ago
Bike balancing experiment
6 Months 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VK_NV_device_diagnostic_checkpoints Vulkan: Add VK_EXT_device_fault support and dump info after device loss Vulkan: out-of-date or suboptimal swapchains are verbose logging Vulkan: Assert for absurd swapchain width/height that are happening during shutdown Vulkan: Log layers that are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
6 Months Ago
Don't allow talk to survivor mission objective to start until both cook and consume chicken steps are complete Cook chicken mission stage now checks for cooked chicken in the players inventory when starting in case the player cooked chicken early
6 Months Ago
Push missing lib
6 Months Ago
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
6 Months Ago
Fixed missing collider on crashed helicopter
6 Months Ago
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6 Months Ago
Adjust car settings for two-wheeled operation
6 Months Ago
Merge main -> Bikes
6 Months Ago
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6 Months 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
6 Months Ago
Assigned correct materials to the harbor crane prefab
6 Months Ago
Don't show header/footer when viewing game info
6 Months Ago
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
6 Months Ago
Lets try this instead
6 Months Ago
Include model view bounds too
6 Months Ago
Fuck this junk, we don't need it afterall
6 Months Ago
Clean session info
6 Months Ago
Improve animated sceneobject bounds, include render bone sphere radius, fallback on mesh bounds
6 Months Ago
Fix more timers
6 Months Ago
Fix minute countdown Prevent submissions after deadline (I should have probably checked this sooner)
6 Months 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
6 Months Ago
ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations
6 Months 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
6 Months Ago
Leaderboard backup, run #10371
6 Months Ago
Finished crane LOD0 and textures
6 Months Ago
Submit combination to unlock
6 Months Ago
Reversed RAND switch behaviour, passes power when on and resets to off
6 Months Ago
Fixed pressure pads blocking power passthrough for a bit when triggered
6 Months Ago
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6 Months Ago
Cubemap fog uses material inside hammer now MapInstance now loads Cubemap fog reference
6 Months Ago
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6 Months Ago
Fix crashes due to returning address to temporary locals Split this off
6 Months Ago
Merge property or variable get / set nodes https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
6 Months Ago
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
6 Months Ago
Accessor node refactor
6 Months Ago