8,068 Commits over 3,806 Days - 0.09cph!
Added generic struct array test cases
Fix for known generic struct cases
Less robust safety check in HasStructChangedUncached
More robust safety check in HasStructChangedUncached
Changed how diagnostics reset, added diagnostics to Unit
Removed old code analysis system for determinism
Working on being able to immediately see which values diverge
Merge branch 'master' into diagnostics
Finished off basic divergence testing
Merge branch 'diagnostics'
Finished off basic divergence testing
stage debug unit hovering
can drag units around in debug mode
fuse stage boss & laser
fuse stage enemy
pxcs visually rotate
pxcrotation calculations
increased replay aiming angular precision
Merge branch 'master' into diagnostics
Removed old code analysis system for determinism
Working on being able to immediately see which values diverge
Can now use the fast forward / slomo UI buttons again
Player name auto-hides with the replay timeline
Added #if UNITY_EDITOR guards around Utils.DivergenceLog
Timeline now shows while playback speed is not 1
Fixed divergence caused by bullet pattern elapsed time not being reset properly
Merge branch 'master' of SpaceUsurperUnity
Replay progress bar only shows if the cursor is over the game window
Better replay diagnostic formatting so it works with diff tools
Now logs replay diagnostic data when a test divergence frame is specified
Added standalone guard around steamworks api usage
Moved hijack button
Added player name and recording date to replay playback
Progress bar now auto-hides if the player doesn't move the mouse for a while
Fixed leaderboard entry selection showing when not in focus
Started work on performance improvements for large struct arrays
Added verification that struct values are correct to performance test
Struct arrays are now block copied if the struct type is unchanged
Started work on performance improvements for large struct arrays
Added struct array performance test
Initial pass at getting coverage for Client functions in API
changes lobby initialization and makes lobbylist filter easier
Updates Lobby to work for both Lobby members and Lobby Owners
Uses a more rigurous approach to LobbyData and uses it as a cache for
string-able values to be able to be retrieved by members and set only by
the owner.
Caches created LobbyType to be assigned as a LobbyData to be referenced by other members in the lobby.
Because there is no GetLobbyType, provides a layer in which all users
can get a LobbyType from LobbyData.
Gives LobbyList the ability to be queried for if it is Finished or not.
A lobby refresh will finish when the number of cached lobbies equals the
number of requests.
Adds in test functions for Lobby functionality in Steamworks
Adds in ability to send Lobby messages
Also adds in some callbacks around being invited to a lobby, as well
callbacks for being requested to join a lobby.
Implements ability for a user to set/get individual user metadata for the joined lobby
Updates Readme with basic Lobby Info
Fixes bug where LobbyList wouldn't report finished if it returned 0 lobbies
Cleans up some comments
Simple comment update
Small README update and adjusts doc tags for Lobby functions.
Merge remote-tracking branch 'refs/remotes/Facepunch/master'
Merge pull request #56 from kkukshtel/master
Adds in Lobby functionality to library
Nicer shutdown, I think
fixes bug where Lobby Owner was unable to be set
Fixes issue where Lobby Owner was being imporperly cached and not updating with the Lobby state.
Merge pull request #62 from kkukshtel/master
Throw exception if trying to initialize without destroying old instance
Console errors on init failure
Added ServerRequest.OnServerResponded, OnFinished
Use IPAddress
Added support for publishing workshop items to the main app from another app.
Merge pull request #66 from MollerVictor/master
Added support for publishing workshop items to the main app from anot…
Compile fixes, netstandard2.0
Added .NET 4.0
Merge pull request #71 from Phyxion/patch-2
Added .NET 4.0
NormalizePath fix for non-windows
Merge branch 'master' into workshop
NormalizePath fix for non-windows
Timing now counts each element in a struct array
Working on optimising connection checking
Fixed case where victory UI wouldn't hide
Connection cache memory optimisation
Merge branch 'master' into connections
Space is always left for leaderboard scrolling arrows
fixed timer bug
repel effect proper size
attract effect
bullet freeze effect
redirect visual effects
player death effect
player damaged start visual effect
trying another fix for permanent invuln
tweaked visual effect when getting a powerup
pattern params patternNum & patternDegrees; tentacle orb attack
effect bullets use a different pool
tentacles attract attack and visual effect
tentacle 3rd form
Fixed case where victory UI wouldn't hide
Connection cache memory optimisation
Merge branch 'master' into connections
Working on optimising connection checking
Fixed pxc connections possibly being marked as invalidated unnecessarily
Misc optimisation
Bullet update optimisation
Added EffectParameter struct
Working on frame delta caching
Further Pxc_Animation optimisation
Fixed ShouldTestReplay
Working on frame delta caching
Pxc_Animation optimisation and some misc allocation reduction
Pxc_Connection optimisation
Added MaxCatchupFrames to GameManager
Can now load a replay file from command line, or a shared replay in-editor
Reduced main causes of allocation
Started adding some profiling
More profiling
Split `PixelGroup.CenterPos` into `RenderCenterPos` and `FixedCenterPos` to fix a divergence
Fixed not being able to click on leaderboard entries
Fix for broken leaderboard rows in some cases
Flipped off / on in toggle buttons