8 Years Ago
Moved gamplay updates to a fixed timestep Fixed some button presses not being detected Split updates into FixedUpdate and DynamicUpdate, moved most rendering stuff to DynamicUpdate Fixed an NRE Fix for some variance in dynamic update rates Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs Started work on replay recording Possible fix for TargetException Fixed a typo in a file name Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs Basic replays sort of working, not deterministic yet Fixed some non-determinism Some extra logging Replays seem to be fully deterministic in the Test stage Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/Player/Components/Player_Collision.cs # Assets/Scripts/Player/Components/Player_Input.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs # Assets/Scripts/Stages/StageComponents/Stage_DebugLines.cs # Assets/Scripts/Stages/StageComponents/Stage_Player.cs # Assets/Scripts/Units/Test/TestUnit.cs New replay format to make adding diagnostic data easier, smaller size Fixed non-determinism when using a controller Renamed random instances to match UpdateFixed vs UpdateDynamic Added deterministic Wait and RandomWait FSM state actions Added delta time replay diagnostic Fixed one source of the time dilation divergence Tentacle stage now sets its StageID New StageID system Demo stops recording when you beat a level Fix for NRE on robot level Started work on a code analysis tool to find nondeterminism leaks Omitted from last commit Code analysis can now find all methods marked with AssertFixed / AssertDynamic More static analysis Basic non-determinism leak analysis working Playmaker non-determinism seems fixed! Re-enabled danger time scale Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scenes/game.unity # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/Player/Components/Player_Body.cs # Assets/Scripts/Player/Components/Player_Boosting.cs # Assets/Scripts/Player/Components/Player_Braking.cs # Assets/Scripts/Player/Components/Player_Camera.cs # Assets/Scripts/Player/Components/Player_Hitbox.cs # Assets/Scripts/Player/Components/Player_Input.cs # Assets/Scripts/Player/Components/Player_Trail.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Units/Robot/Robot.cs Fixed another cause of nondeterminism New replay format, reduced file size to <1kb/s when omitting diagnostic data Fixed kb/s printout Added FixedSendRandomEvent FSM action Fixed Rand.Fixed debug printing when TestDivergeFrame is -1 Another cause of indeterminism Added an editor menu item to automatically substitute non-deterministic FSM actions for deterministic ones Added StageNameAttribute, ability to override stage names for leaderboards Added rotation controller interpolation Replay now records music playback location Added music fade-in if playback starts midway through a song Fixed explosive pixel indeterminism Found one cause of stage restart indeterminancy Fixed another cause of indeterminism Another indeterminism fix Fixed robot laser replay divergence Fixed music not playing when restarting a replay Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down Player input get reset at the end of replay playback Replays are now ~0.05kb/s Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Resources/Units/Octopus.prefab # Assets/Resources/Units/OctopusTurret.prefab # Assets/Resources/Units/TentacleMonster.prefab # Assets/Scenes/game.unity # Assets/Scripts/Chunks/PixelGroupChunk.cs # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/GameManager/ImportManager.cs # Assets/Scripts/Globals.cs # Assets/Scripts/Laser.cs # Assets/Scripts/Player/Components/Player_Body.cs # Assets/Scripts/Player/Components/Player_Health.cs # Assets/Scripts/Player/Components/Player_Powerups.cs # Assets/Scripts/Player/Guns/PlayerGun.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Pxc/Pxc.cs # Assets/Scripts/Stages/Levels/BossStage.cs # Assets/Scripts/Stages/Levels/HubStage.cs # Assets/Scripts/Stages/Levels/OctopusStage.cs # Assets/Scripts/Stages/Levels/RobotStage.cs # Assets/Scripts/Stages/Levels/TentacleStage/TentacleStage.cs # Assets/Scripts/Stages/Levels/YellowStage/YellowStage.cs # Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs # Assets/Scripts/Units/Octopus/Octopus.cs # Assets/Scripts/Units/Octopus/OctopusTurret.cs # Assets/Scripts/Units/Portal/Gate.cs # Assets/Scripts/Units/Portal/Portal.cs # Assets/Scripts/Units/Robot/Robot.cs # Assets/Scripts/Units/TentacleMonster/Tentacle.cs # Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs # Assets/Scripts/Units/UnitComponents/Unit_Forms.cs # Assets/Scripts/Units/UnitComponents/Unit_Pxc.cs # Assets/Scripts/Units/YellowGuy/YellowGuy.cs Fixed errors after merge Added default values for new GameManager fields Fixed FSM actions Added Stage.CanRecordReplay, HubStage doesn't record Fixed HubStage not being included in stage list Fixed standalone builds Started work on replay uploading Updated Facepunch.Steamworks Working on replay uploading on highscore submit Can now detect if a leaderboard entry has a replay attached Fixed Utils.GetTimeString Watching replays from the leaderboard works! Moved leaderboard UI to a prefab to make merging easier Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scenes/game.unity # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/GameManager/UI/LeaderboardUIController.cs # Assets/Scripts/Globals.cs # Assets/Scripts/Laser.cs # Assets/Scripts/Player/Components/Player_Collision.cs # Assets/Scripts/Player/Components/Player_Health.cs # Assets/Scripts/Player/Guns/PlayerGun.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Pxc/PixelGroup.cs # Assets/Scripts/Pxc/Pxc.cs # Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs # Assets/Scripts/Stages/Levels/BossStage.cs # Assets/Scripts/Stages/Levels/HubStage.cs # Assets/Scripts/Stages/Levels/OctopusStage.cs # Assets/Scripts/Stages/Levels/RobotStage.cs # Assets/Scripts/Stages/Levels/TentacleStage.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Stages/StageComponents/Stage_Arena.cs # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs # Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs # Assets/Scripts/Stages/StageComponents/Stage_SpriteAnimations.cs # Assets/Scripts/Units/Octopus/Octopus.cs # Assets/Scripts/Units/Octopus/OctopusTurret.cs # Assets/Scripts/Units/Robot/Robot.cs # Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs # Assets/Scripts/Units/Test/TestUnit.cs Fixed compilation errors after merge Fixed runtime errors after merge Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Plugins/Mono.Cecil.meta # Assets/Resources/SpriteRecipes/level.meta # Assets/Resources/Stages.meta # Assets/Scenes/game.unity # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/LevelSelectUI.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Stages/StageComponents/Stage_Units.cs # Assets/Scripts/Units/Unit.cs # Assets/Scripts/Units/UnitComponents/Unit_Forms.cs Fixed game.unity after merge Added dynamic input updating