8,078 Commits over 3,806 Days - 0.09cph!
New perf categories
Add FPS lines to perf-stats-plot
perf-stats-plot tweaks
hunter string tweak
Merge branch 'master' of SpaceUsurperUnity
Fixed possible NRE when attempting a level from a replay
turn off pestilence parallax
Fixed cases where OnLifetimeFinished callback is called incorrectly
Added cantBeDelayed bool to FsmWaitAction
Make sure that laser prison spawn can't be delayed after its warning
Fixed CoreGraphic not using layer offset when first spawned
Merge branch 'master' of SpaceUsurperUnity
changed laser scope pattern targeting
fixed trench plantGun respawning and nightmare trench gun colors
dmg floater for nightmare fuse storm
Use an ECB to spawn damage floaters
Defer spawning ECS bullets to the end of the frame where possible
Don't repel strictly visual ECS bullets
Fixed case where bullets supporting ECS wouldn't spawn when unbaked
Fixed depth bullet depth sorting being reversed
changed powerup icon colors
Fixed Switch development builds
Merge remote-tracking branch 'origin/switch-benchmark' into switch-benchmark
Fixed FPS display toggle on Switch
Merge branch 'switch-benchmark'
Use marker components in BulletSystem queries
PlayerLoopProfiling fixes
Merge remote-tracking branch 'origin/master' into switch-benchmark
Use marker components in BulletSystem queries
PlayerLoopProfiling fixes
Fixed possible crash in PerformanceStats.Write()
Updated perf-stats-plot.py to read new format
Updated perf-stats-plot.py
Added summary-plot.py
Fixed argument parsing in perf-stats-plot.py
Performance stat rewrite, profile player loop again
New perf stats category list
Updated perf-stats-plot.py to work with frameBatchSize
Merge branch 'switch-benchmark'
New perf stats category list
Updated perf-stats-plot.py to work with frameBatchSize
Performance stat rewrite, profile player loop again
Added summary-plot.py
Fixed argument parsing in perf-stats-plot.py
Use an ECB to spawn damage floaters
Defer spawning ECS bullets to the end of the frame where possible
Don't repel strictly visual ECS bullets
Fixed case where bullets supporting ECS wouldn't spawn when unbaked
Fixed depth bullet depth sorting being reversed
Updated perf-stats-plot.py to read new format
Updated perf-stats-plot.py
Fixed possible crash in PerformanceStats.Write()
Fixed CoreGraphic not using layer offset when first spawned
Fixed possible NRE when attempting a level from a replay
Fixed cases where OnLifetimeFinished callback is called incorrectly
Added cantBeDelayed bool to FsmWaitAction
Make sure that laser prison spawn can't be delayed after its warning
Added cheat to always avoid death for recording performance replays
For some reason this fixes an NRE in Switch builds
Updated com.unity.burst, com.unity.mathematics
Added EcsHash to replay diagnostics data / state parity bit
Fixed possible NRE when loading a workshop stage
Don't allow cancelling loading before asset bundles have loaded
Fixed possible NRE in the workshop campaign menu
Also wait for _readyToLoad before being able to cancel stage loading
Added DivergenceTrace
Fixed possible divergence in ECS bullet enumerables
Fixed warning about late deallocation
Sort ECS bullets before enumerating them
UpdateHashSystem is now chunk layout agnostic
Added DivergenceTrace
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Hotload: Failing test for nested delegates
Hotload: Fixed some nested delegates not upgrading
Hotload: DelegateUpgrader cleanup
Upload replays with full diagnostics in development builds
Don't try to submit scores in game modes without stage leaderboards
Better handling for default values in GameModeData
Fixed warning about late deallocation
Sort ECS bullets before enumerating them
UpdateHashSystem is now chunk layout agnostic
Don't keep track of generated method bodies
Fixed GameModeData default value handling
Enable visibleInBackground
ECS pixel collision refactor, reflections are working
Attempting to fix a leak
Don't put methods with stage path conditions in shared method files
Disable "incomplete" text / leaderboard for ballpit on main menu
Stopped bullet visuals from going too far when colliding with a pxc
Working on ECS reflect
Make sure bullet systems are always added in the same order
More ECS bullet replay diagnostics
Make sure entities always get removed in the same order
Added remarks about ECS bullet enumerable determinism
Disable recording bullet chunk states
Fixed workshop stages baking every time
Re-enabled workshop stage baking text on load screen
Chunk-oriented rewrite of TouchingEcsBulletsEnumerable
Chunk-oriented rewrite of TouchingEcsBulletsEnumerable
Draw circle ECS bullet collision gizmos in editor
Fixed ECS bullets not using sizeMultiplier for collision shape
Fixed DespawnTimeData not actually doing anything
Fixed standalone build error !ecs !redux_all
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Fixed case where legacy workshop levels wouldn't compile on first run
Fixed exception in loading screen when leaving workshop level
Fixed CantBeIgnored in ECS bullets
Got rid of some per-frame allocations
Refactor EcsBulletsInRadiusEnumerable to use ArchetypeChunks
Working on a more efficient way to read components from enumerated ents
Much more efficient component reading / writing in entity enumeration
Debug ECS rect bullet collision box rendering in editor
Don't use TransformData scale for ECS collision
ECS Bullet.NumShotPatternsConstant support
Fixed some ECS bullets being removed too early when out of bounds
Pause menu while watching a replay now says rewind instead of restart
Ignore scores to submit in queue that are from a different game version
Fixed queued score submissions not submitting on game start
Call Remove on current stage when game quits / exits play mode
Fixed BulletQuery resources not getting disposed
Fixed EcsBulletsInRadiusEnumerable skipping items
Allow optional BulletQuery in GetBulletsInRadius
Fixed possible exception when using TouchingEcsBulletsEnumerable
Dispose _lookupTable in BulletQuery
Fixed sorting order consistency of legacy bullets
Use velocity to have shoot effect patterns follow the player
ECS bullets now spawn one frame earlier
Fixed case where ListMenuItem click callback would trigger twice
Added NativeBulletQueue with deterministic read ordering
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Fixed friends leaderboards getting stuck loading
Fixed case where BulletQuery wouldn't list matching bullet systems
Fixed standalone build error
Fixed a couple regressions with steam leaderboard score submission
Added an easy way to queue replay files in the editor
ReplayPath file watcher, easy way to queue local replay files
RandomData component is now per-entity rather than per-chunk
Fixes divergences caused by non-deterministic chunk assignment for bullet entities
A couple more workshop script compilation fixes
Legacy workshop stage scripts should now bake
Hotload: Failing test for Facepunch/sbox-issues#345
Hotload: Fixed redundant GC.SuppressFinalize calls
Hotload: Better handling for multicast delegates
Fixed overridden properties having wrong type while baking
Fixed possible exception when opening workshop management menu
Make sure generated code is C# 7.0 compatible
Fixed C# generated for workshop levels missing methods