8,073 Commits over 3,806 Days - 0.09cph!
Fixed stage loading animation jerkyness
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Fixed stage loading animation jerkyness
Fixed ECS bullet despawnAfterKeyframes handling
Fixed a few causes of ECS bullet warning being too bright
Propagate component references to parent scopes
Check for FlagAttribute when setting component data
Use an attrib to mark universal components
VelocityData now has a corresponding flag
Working on background dynamic scaling
Testing out rendering backgrounds at 1/2 width / height on Switch
Experimenting with resolution scaling for backgrounds on Switch
Fixed some blending issues in BackgroundLayer shader
Intro stage star flicker fixes
Use fixed4 for colour array in background shader
Only use 1 channel textures in background rendering
Fixed background rendering on Switch
Fixed case where modified scriptable objects aren't reserialized
Fixed some cases where stages would load the wrong assets
Print where LegacyBulletOnly is being violated
Fixed 0.1 resolution slider increment with controller
Make ECS bullet usage warning an error
Fixed reference to old damage status in intro slowSpokes pattern
Use a constant buffer for background layer properties
Fix reference to legacy default player
Glow correction for intro background
Background merging fixes
Updated noise01_256.png to a tiling one
Use Texture2DArray for sprite atlas
WIP merging background layers into one pass
Possible fix for non-existing entity in OnOutOfBounds ECS callback
Easy way to disable backgrounds for Switch performance testing
Fixed yet another cause of pixel chunks hanging around after a reset
Moved RemoveWhenOutOfBounds / ClampToBounds to an IJobChunk
ECS bullet onOutOfBounds callback support
Hotload: Simplified test initialization
Hotload: Added failing Dictionary comparer test
Hotload: Fixed comparer being lost from dicts / hash sets on hotload
Started work on OutOfBounds callback for ECS bullets
Fixed generating BulletSystem instance method calls
Hide hints when paused
Fixed some ECS codegen feature regressions
Fixed some CallMethod actions not generating for bullet systems
BulletPattern onEachBullet ECS support, stage alias fixes
ECS support for AffectBulletsInRadius
Fixed some ECS diamond bullets having the wrong cross distance
CodeGen formatting tweak
Hotload: Added failing test for 2D arrays
Hotload: basic multi-dimensional array support
Hotload: failing multi-dim struct array case
Hotload: don't attempt to block copy multi-dimensional arrays
Better ECS bullet gizmos
Fixed ECS bullets not ignoring collisions with units correctly
Fixed case where ECS bullets accelerated in the wrong direction
Fixed velocity-based circle skew in ECS bullets
Fixed NRE in shop phase on ballpit when using ECS bullets
Fixed rect ECS bullets being invisible if they don't specify widthMods
Make sure RandomChunkData gets re-initialized after stage reset
Added ECS bullet gizmo drawing in editor
Fixed ECS bullet divergence when resolving multiple unit collisions
Normalize line endings in codegen tests
Possible fix for unit test fail on build server !redux_all
Fixed weird indentation with nested CodeWriters
Fixed NRE in TouchingEcsBulletsEnumerable
Enable ECS bullets on extra stages
Added CameraZoomFactor option
Don't show campaign leaderboards for single-stage campaigns
Can now click on campaign nav buttons on Switch
Fixed ECS bullet callback when player has IgnoreBulletDamage !redux_all
Player / StatusEffect OnHitPlayer ECS callback generation
Now using per-chunk RNG for ECS bullets
Error if a generated IJobChunk uses too many components in a query
Fixed ECS bullet acceleration direction when using absolute angles
Fixed ECS repel
Fixed condition for mech.noHits flag
Mark generated chunk jobs as invalid if they use a reference type
Fixed component parameter names for bullet alias methods
Handle plurals before translations
Fixed anyCoopVictory condition
Trap bgBullet shouldn't be dynamic
Added Statistic unlock conditions
Fixed exception when generating ECS bullets that use DynamicBuffer<T>
Fixed typo in TouchingEcsBulletsEnumerable
All ECS bullets should have a DespawnTimeData
Fixed component / entity array cleanup in TouchingEcsBulletsEnumerable
Implemented SetDespawnStyle for ECS bullets
Fixed fetching chunk data components
Fixed some more bad var names in ECS bullet code gen
Fixed weirdly expanding stage cards in campaign menu
Don't show powerup HUD in co-op if none are held
Fixed fuse stage player view size on switch when docked
Fixed bullet system generation using the wrong var names
Fixed error when viewing a workshop campaign
Fixed campaign menu initialization getting interrupted
Fixed cases where UI elements were missing if no scores were loaded
Fixed LocalizedString.AsNullable
Fixed case where campaign leaderboards wouldn't load on PC
Fixed another case where unit collision check gave a false positive
WIP ECS affect bullets
AffectBullet ECS codegen: fixed some missing aliases / ECS methods
AffectBullet ECS codegen: almost there, missing some component fetches
AffectBullet ECS codegen: need to write back components, color3 convert
AffectBullet ECS codegen: fixed conversions
Refactored how ECS component fetches are generated
Call SetComponentData for written components
Working on GetTouchingEcsBullets enumerable
TouchingEcsBulletsEnumerable first pass
Some more missing ECS bullet aliases
Working through some final missing methods for ECS bullets
Fixed some parameters not using their aliases
More aliases for ECS bullets, added Flag attrib for optional components
Disable ECS codegen while baking legacy stages
Merge branch 'master' into ecs-affect-bullets
PxcCollideable / PlayerCollideable aliases
Added IgnorePlayerCollisionForKeyframe alias
Fixed unit pixel overlap check when picking up powerups
Disable ECS codegen while baking legacy stages
Fixed some parameters not using their aliases
More aliases for ECS bullets, added Flag attrib for optional components
Some more missing ECS bullet aliases
Working through some final missing methods for ECS bullets