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Hard Chip News

Quick Patch Notes v0.1.7.160

  • [p]NEW OpenCommunity v1 added to PastGauntlets screen;[/p]
  • [p]UX Export button in the Library screen, in all lists, to facilitate sharing designs;[/p]
  • [p]UX Stop removing input block when pasting blueprint;[/p]
  • [p]UX/UI Revisited probe minimized state;[/p]
  • [p]MI Cleaner volatile buffer for Indicator rebuilding (avoid soft crash of the indicator);[/p]
  • [p]MI Theme tests;[/p]
  • [p]FIX Tentative fix for ProbeManager and SceneRenderer soft crash;[/p]
  • [p]FIX Potentatial soft lock & hard crash for validation logic;[/p]
  • [p]FIX Exception swarm when video player fails and potential CTD;[/p]
  • [p]FIX 3 tentative fixes on different potential crash sites in the editor;[/p]
  • [p]TLS Missing keys for all languages;[/p]
  • [p]SRV Health reports endpoint;[/p]
[p]

Legends: NEW new element/feature, FIX bug/error fix, UX User eXperience, CX Challenge eXperience, TLS localization, MI Miscellaneous, SRV server side code, INF infrastructure, -EXP experimental build[/p]

Open Community Gauntlet v1 has concluded!

[p]My humble contribution for week 4

OCGv1 is officially wrapped. Four weeks, four incrementally harder challenges, and some genuinely impressive transistor-level optimization from everyone who competed. Big thanks to the community member who initiated and drove this whole thing: this was entirely player-organized.[/p][p][/p][p][/p][h3]šŸ† Final Standings![/h3]
[p]#[/p]
[p]Player[/p]
[p]Total[/p]
[p]W1[/p]
[p]W2[/p]
[p]W3[/p]
[p]W4[/p]
[p]šŸ„‡[/p]
[p]simon1283491[/p]
[p]34 pts[/p]
[p]r2[/p]
[p]r3[/p]
[p]r2[/p]
[p]r1[/p]
[p]🄈[/p]
[p]hallojasper[/p]
[p]30 pts[/p]
[p]r1[/p]
[p]r1[/p]
[p]r1[/p]
[p]—[/p]
[p]šŸ„‰[/p]
[p]Gavaldor[/p]
[p]24.5 pts[/p]
[p]r4[/p]
[p]r2[/p]
[p]r4[/p]
[p]r5[/p]
[p]4[/p]
[p]RebelMike[/p]
[p]20.9 pts[/p]
[p]r5[/p]
[p]r6[/p]
[p]r5[/p]
[p]r2[/p]
[p]5[/p]
[p]Tyrnid[/p]
[p]19.4 pts[/p]
[p]r3[/p]
[p]r7[/p]
[p]r6[/p]
[p]r3[/p]
[p]
simon1283491
takes the crown with a strong and perfect 10 in Week 4 sealing the win despite hallojasper dominating the first three weeks. That's the incremental format doing its thing: consistency compounds, but a late surge can still flip the table.[/p][p]Process Prime week 4 solution, which gave a hard time to all players![/p][p][/p][h3]
šŸŽØ Rewards[/h3][p]New for OCGv1 participants: all podium winners receive the Celadon Gauntlet theme, with the existing reward, Garnet Gauntlet won by simon1283491!
[/p][p]Sub process week 4 solution, with the new Celadon theme that players win by participating in the gauntlet.[/p][p][/p][h3]
šŸ“ The Format
[/h3][p]For anyone unfamiliar: OCGv1 used an incremental structure where each week's challenge built directly on the previous one. Your Week 1 design wasn't just a one-off, it became the foundation you were stuck with (or got to exploit) going forward. Scoring weighted speed (ticks) at 40%, with blocks, volume, and MOS splitting the remaining 60%.[/p][p]Week winners whose blueprints were revealed:[/p]
  • [p]W1 - AndNotMultiGate: hallojasper[/p]
  • [p]W2 - OrXorMultiGate: hallojasper[/p]
  • [p]W3 - AndOrXorNotMultiGate: hallojasper[/p]
  • [p]W4 - 4bit AndOrXorNot: Process Prime[/p]
[p]You can view and import all revealed blueprints on the gauntlet page on Hardchip website

If you wish to go through the mental challenge of coming up with stages for a new Gauntlet, reach out!

Congrats to everyone who competed, and stay tuned for more updates![/p]

Quick Patch notes v0.1.7.159

  • [p]NEW Celadon theme unlockable when participating in the Gauntlet;[/p]
  • [p]SRV Community stages api endpoints allow more control/feedback to creators.[/p]
  • [p]MI Script no zip xprmtl;[/p]
  • [p]FIX auto unstuck for Android arm64 test;[/p]
  • [p]FIX Discarded players wrong best calculation (cause of normalization clamping);[/p]
  • [p]FIX Debug value and action for Collision issue while in the overworld.
    [/p]
[p]Legends: NEW new element/feature, FIX bug/error fix, UX User eXperience, CX Challenge eXperience, TLS localization, MI Miscellaneous, SRV server side code, INF infrastructure, -EXP experimental build[/p]

Quick Patch Notes v0.1.7.157

  • [p]FIX Die Limits indicator potential CTD;[/p]
  • [p]FIX Die limits when updating graphical settings live;[/p]
  • [p]FIX Align indicators updating from background thread;[/p]
  • [p]FIX Align indicators showing on high-quality preset in photo mode;[/p]
  • [p]FIX tentative fix for CTD with BuildUpDottedIndicator;[/p]
  • [p]SRV fix graphs missing values;[/p]
  • [p]SRV Gauntlet exclusion player list and discarded leaderboards (I can play Gauntlet now!);[/p]
  • [p]MI-EXP Cold table in CSE, allowing custom steps to run quickly (mainly for cheese and safe checks purposes)(dormant for now);[/p][p][/p]
[p] Legends: NEW new element/feature, FIX bug/error fix, UX User eXperience, CX Challenge eXperience, TLS localization, MI Miscellaneous, SRV server side code, INF infrastructure, -EXP experimental build[/p]

Quick Patch Notes v0.1.7.156

  • [p]NEW MSAA 2x and 3x and SSAA 2x antialiasing, setup able in menu;[/p]
  • [p]NEW Live graphical settings update in the Editor;[/p]
  • [p]UX shader normal calculations, diminishing visual edge white artifacts and update dependencies[/p]
  • [p]MI Photomode can activate a High Quality renderer preset for a nicer photo;[/p]
  • [p]FIX and redo grid lines on the background shader;[/p]
  • [p]FIX Import chip localisation crash;[/p]
  • [p]SRV w1 hardcoded in leaderboard fixed;[/p]
  • [p]SRV Leaderboard verbosity;[/p]
  • [p]SRV Timeseries calculation shared & conservative for gauntlet;[/p]
  • [p]SRV Event now requires a minimum of 10 players to impact the rank points earned that week;

    Legends: NEW new element/feature, FIX bug/error fix, UX User eXperience, CX Challenge eXperience, TLS localization, MI Miscellaneous, SRV server side code, INF infrastructure, -EXP experimental build[/p]