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
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