243,503 Commits over 3,898 Days - 2.60cph!
Implement default LED colors based on instance, rumble the gamepad on every button press test
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
Didn't mean to push this launch setting
Exposed the total number of boxes and tweaked their spawn order
scaled down creeping trees in junkpiles by 25%
vertex color tweaks to doors
removed temporary door from code
moved shipping container related assets to shipping container prefabs folder to keep things tidy
container double door files
Leaderboard backup, run #
10395
Preliminary screen setup & related files.
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
Set up initial mesh colliders on the crane
Add a parent volume to the top of the container so players can stand on top of them while they move
Have the bike to lean and balance appropriately when cornering (insert "not balanced for lean" joke here). Plus more tyre friction.
New PD controller style roll stabilisation, working rather well. + code formatting
Cargo ship crane gets started in dev scene via new dev trigger component
Brutalist church progress and added blend mask to metal roof textures
Bike balancing experiment
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Vulkan: out-of-date or suboptimal swapchains are verbose logging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
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
Fixed auto turret, industrial conveyor and HBHF sensor auxiliary outputs draining batteries
Fixed missing collider on crashed helicopter
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Adjust car settings for two-wheeled operation
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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
Assigned correct materials to the harbor crane prefab
Don't show header/footer when viewing game info
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
Include model view bounds too
Fuck this junk, we don't need it afterall
Improve animated sceneobject bounds, include render bone sphere radius, fallback on mesh bounds
Fix minute countdown
Prevent submissions after deadline (I should have probably checked this sooner)
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
ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations
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
Leaderboard backup, run #
10371
Finished crane LOD0 and textures