8,073 Commits over 3,806 Days - 0.09cph!
Trying to find a unique way to identify CallMethods
CallMethod precaching code gen
Big CallMethod / CallSubroutine refactor
Merge branch 'master' of SpaceUsurperUnity
Fixed issues with CallBase refactor
CHIPPY-298: Can now generate valid code for most CallMethods
Yet to do ScriptFunc<> params in method calls
CHIPPY-298: Support for ScriptParam<> args
Added Action<T> overload for ExpressionToString
CHIPPY-298: More progress on CallMethod baking
CHIPPY-298: Can now generate Expression for CallMethod actions during baking
CHIPPY-325: Added some safety checks
CHIPPY-323: Disabled browsing entries on leaderboards that are still loading
CHIPPY-326: Fixed setting speech bubble progress resetting the slider at 0
Still more divergence fixes
More divergence fixes
Divided bullet patterns into fixed / dynamic
Working through a bunch more warnings
Even more warnings fixed
Execution can now be divided into Initialization, Fixed and Dynamic
Merge branch 'master' of SpaceUsurperUnity
Fixed diagnostic fields not being initialized properly
Working on a way to whitelist fields set during stage load
Bunch of possible divergence fixes
Merge branch 'master' of SpaceUsurperUnity
Even more divergence avoidance
Marked SfxManager.Play as dynamic
Working through a bunch more divergence warnings
Merge branch 'master' of SpaceUsurperUnity
Weaver refactor
Added way to find out where deterministic fields are being set non-deterministically
Fixed non-determinism warnings from Timer
Got rid of some AssertFixed's
Stripped out old divergence testing stuff
Moving towards new annotation of fixed/dynamic stuff
Added Fody
From [jbruening/UnityFody]
Working on diagnostic injection
Diagnostic injection is now only performed if `[assembly:EnableDivergenceTesting]` is present
More IL weaving
Fixed bug with ModuleWeaver.GetStackDelta
Code injection seems to be working!
Diagnostic now only warns once per field per update
Reorganising to help with diagnostics
Diagnostics now respect IConditionallyDynamic implementing types
Fixed weaved symbols
Field access diagnostics seems to be working well!
Some reorganisation
First victim of the Magic Code Evaluator
Fixed dynamic bullets not doing dynamic updates
Some more fixed / dynamic separation
Merge branch 'master' of SpaceUsurperUnity
Fixed dynamic bullets not doing dynamic updates
Some more fixed / dynamic separation
Some reorganisation
First victim of the Magic Code Evaluator
Field access diagnostics seems to be working well!
Diagnostic now only warns once per field per update
Reorganising to help with diagnostics
Diagnostics now respect IConditionallyDynamic implementing types
Fixed bug with ModuleWeaver.GetStackDelta
Code injection seems to be working!
Working on diagnostic injection
Diagnostic injection is now only performed if `[assembly:EnableDivergenceTesting]` is present
Moving towards new annotation of fixed/dynamic stuff
Added Fody
From [jbruening/UnityFody]
Stripped out old divergence testing stuff
SpatialBlend is now 1 by default, made sure SfxData uses default values when populating from json
Added "stereoBlend" float field (0 to 1, default 0) to SfxData
Added logging of replay ID on download
Fixed break input value not being reset
Merge branch 'divergence-fixes'
Added "spatialBlend" float field (0 to 1, default 0) to SfxData
CHIPPY-319: Downloading a replay now gets properly cancelled if you navigate away from the "downloading" prompt
CHIPPY-319: Better leaderboard view state handling
CHIPPY-319: Fixed navigation arrows displaying while downloading leaderboard entries etc
CHIPPY-320: Fixed progress bar animating when any setting changes
CHIPPY-316: Added example usage of random strings
CHIPPY-316: Implemented random string selection
Now using default avatar in ghosts when no other avatar found
More powerup display tweaks
Tweaked powerup side items
Tweaks to powerup display / progress bar
Merge branch 'master' of SpaceUsurperUnity
Testing out vertical progress bar + centred powerup display
Progress bar is visible in game over screen again, tweaked animation
Alternate solution for dynamic player invulnerability percent
Merge branch 'master' of SpaceUsurperUnity
Fixed progress bar notches being above ghosts
CHIPPY-317: Added UI for toggling all individual HUD elements
CHIPPY-317: Added persistence for HUD element hiding options
CHIPPY-317: UI elements now show / hide, respecting the new options
CHIPPY-317: Option to toggle ghosts is only visible if the progress bar is displayed
Merge branch 'master' of SpaceUsurperUnity
Added a way to immediately test replays recorded in the editor
Fixed divergence caused by player InvulnPercent being set in a dynamic timer
Merge branch 'master' of SpaceUsurperUnity
Much better ghost data compression
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Ghosts are now sorted properly
Added PB ghost
Added ghosts for next person in global leaderboard / fastest friend
Now recording timestamps every ~5% of progress in leaderboard entries
Started work on progress bar ghosts, next medal ghost is working
Only bullets using parallax are dynamic now
Fixed oversight when campaign scores have no medal info
Don't show time targets in replays
CHIPPY-315: Added medal info to submitted campaign leaderboard entries
CHIPPY-315: Added medal counts to campaign leaderboard entry UI