223,391 Commits over 3,684 Days - 2.53cph!
NetworkEntitity props now slot into the KD tree on the server, and the city navmesh includes them when generating.
Latest rust export
Backups
Google Analytics integration poc
Jenkins file updated for Unity 5.6.1f1
Merging player welfare additions into Main.
Cleaned up canvas/group/raycaster setup in UI
Replaced TMP usage in console UI as its unreliable apparently, fixed console input losing focus after submit.
Up arrow command history in console, down arrow to scroll through suggestions, right arrow/tab to complete
Final work for the welfare system
Added awards list ref to GameEndEventArgs so all OnGameFinished events get it
Reworked some end game/xp modify/award command stuff to send awards with end game state. Not fully tested.
Game host awards handling wip
Awards.Process can now request how many random, valid awards to get
Renamed console command execute to invoke
Fixed so CommandSystem support args.Length == 0 by using cmd.IsValid rather than args.Length > 0.
Added list_weathertypes console command.
Added Award protobuf.
Added .ToProto() to AwardProcessor base calss.
Console command tab completion, command and argument suggestions
trying to make mouth work on children
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
most blocks award processor.
Prevent more player input when console is open
Added spawn_unit command, util
most climbed award processor.
created beep trim textures and materials
creating building components system and setting up test building
Biggest multihit award processor.
Vitals widget updates tooltip text when selected unit changes
exhausted additive animation
most distance award processor.
Fixed console UI blocking some inputs
First Blood award processor.
Fixed game.unity after merge
menu stage without player
cursor on menu, cant deselect all buttons
hide menu in gamestage
menu sprite
level button data
tentacle silhouette sprite
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
Biggest multikill award processor.
Fixed issues after HEM changes.
Most healing award processor done.
Fix for assist processor counting healing.
Added set_timescale command
cleanup
shotgun trap costs less wood
shotgun trap no longer creates decals