223,523 Commits over 3,684 Days - 2.53cph!
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
Submit combination to unlock
Reversed RAND switch behaviour, passes power when on and resets to off
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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Fix crashes due to returning address to temporary locals
Split this off
Merge property or variable get / set nodes
https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4
Removed power drain from auxiliary inputs on zero-power components (switch, smart switch, rand switch, mem cell, blocker)
Audio sliders to settings menu
Failing property binding test
Allow type loaders to specify read / write access to properties and fields
Fix property parameters when disconnected
Accessor node binding tweaks
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
Reset anim graph instance on model change
Use IEnumerable<T> for ParameterDefinitionExtensions
Make ParameterDefinitionExtensions public
Make ParameterDefinitionExtensions public
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