userJames Kingcancel

8,073 Commits over 3,806 Days - 0.09cph!

4 Years Ago
Fixed possible baking error related to includes
4 Years Ago
Fixed some core visibility issues Core layers now use instancing Clean up PixelChunk textures on exit stage
4 Years Ago
Added GameManager.PerformancePrintPeriod Fix GameOver not appearing Fixed Stage_Fading not working correctly while paused Added "coroutine" bool to CallSubroutine
4 Years Ago
Updated AotHint Simplified grid / letterbox rendering Grid and letterbox drawing now uses Renderers
4 Years Ago
Fixed fading not being per-camera Gamemode can specify timer visibility Gamemode can specify progress bar visibility Added Stage_Scoring.GameOver(message, victorious, submitScore)
4 Years Ago
Stage border rendering now uses instancing Fixed switch runtime error
4 Years Ago
RectLine refactor Now using one texture for all border sides Stage_Border now uses renderers
4 Years Ago
Fixed bake error
4 Years Ago
Fixed sortingOrder value range Cores now use renderers Got rid of unused diamond materials
4 Years Ago
More robust fix
4 Years Ago
Temp fix for baking error
4 Years Ago
Fixed replay divergence
4 Years Ago
Use Camera1 layer for main camera in single player Show shape depth layer in inspector Fixed sorting order of renderers Pxc_Texture now uses renderers Refactored Stage_Fading to not use FreeformQuads Got rid of some unused drawing primitives
4 Years Ago
DepthLevels now defined in json
4 Years Ago
Fixed switch build error Easy way to toggle post processing on Switch Fixed depth sorting for bullets in a volley Fixed floating text ordering above powerups
4 Years Ago
Fixed HUD not showing in co-op
4 Years Ago
Fixed diamonds not being textured if using an atlas Added names to shape game objects
4 Years Ago
Combined Quad and Diamond shaders Stage_Drawing cleanup Fixed shapes flickering after stage reset
4 Years Ago
Fixed FancyText embedding in Unity 2019 Fixed splitscreen camera jump threshold Shape rendering rewrite includes diamonds now
4 Years Ago
Fixed Linux builds
4 Years Ago
Fixed replay divergences in Unity 2019 related to Vector2.magnitude
4 Years Ago
Fixed a couple of typos !redux
4 Years Ago
Fixed array parameters in CallMethod / CallSubroutine
4 Years Ago
Fixed possible NRE in replay UI Removed some logging
4 Years Ago
Upgrade to Unity 2019.3.14f1 Removed replay diagnostic injection for now Asset changes after upgrade Made sure unwanted post-processing effects are disabled Profiling simplification Graphics / player settings tweaks for Switch Profiler cleanup Merge remote-tracking branch 'origin/asset-bundles' into unity2019.3 Merge branch 'unity2019.3' into asset-bundles
4 Years Ago
Fixed RectLine rendering
4 Years Ago
Fixed NRE when updating some quads
4 Years Ago
core player repel tweaks player graze size modifier properly count active pixelgroup prereqs on other units changed impact effect angle when hitting pixelgroup easy octopus balancing mech easy balance, powerup text to string file mech laser ring timings easy shield destroys nearby bullets clamp turret to bounds better, player cant push turret while faded mech diff scaling fuse, trench diff balance onion font, balance, etc onion halves balancing hard/easy, halves.2 pattern changed locked level icon fix pixelgroup dependence divergence onion diff balance Made sure unwanted post-processing effects are disabled Profiling simplification Merge tag 'before-upgrade' into asset-bundles Ensured some post-processing effects are disabled Fixed warning related to Stage_Song Added stage json override prefixes support Example override suffix some hunter tweaks Implemented override directories Override directory finishing touches Example override directory Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles merge merge meta files Fixed ambiguity between DataPaths relative to a file or a directory Testing relative paths Graphics / player settings tweaks for Switch Profiler cleanup Merge remote-tracking branch 'origin/asset-bundles' into unity2019.3
4 Years Ago
Fixed ambiguity between DataPaths relative to a file or a directory Testing relative paths
4 Years Ago
Implemented override directories Override directory finishing touches Example override directory
4 Years Ago
Quad rendering rewrite Quad shader tweaks Extra profiling for Switch Enable CPU boost when loading on switch Clean up asset bundle manifests before generating Disable anti aliasing on Switch by default Merge tag 'before-upgrade' into asset-bundles Ensured some post-processing effects are disabled Fixed warning related to Stage_Song Added stage json override prefixes support Example override suffix
4 Years Ago
Enable CPU boost when loading on switch Clean up asset bundle manifests before generating Disable anti aliasing on Switch by default Upgrade to Unity 2019.3.14f1 Removed replay diagnostic injection for now Asset changes after upgrade
4 Years Ago
Quad rendering rewrite Quad shader tweaks Extra profiling for Switch
4 Years Ago
Fixed music not loading
4 Years Ago
Now using KokkuGames/PostProcessing/tree/kokku_opt for post processing
4 Years Ago
Slight background optimisation Started on player trail rewrite New trail base colour Color / alpha gradient for new trail Got rid of old trail Fixed trail resetting Player trail fully fades out again Switched to LineRenderer from TrailRenderer for new player trail Started re-implementing rope visuals New rope color / alpha gradient Removed old Rope rendering code Clean up ropes when changing stage Fixed rope bloom Profiling fixes for Switch Rope bloom can now be stronger Removed testing value from rope bloom increased rope active glow Fixed "Other" category timing when profiling Don't bake easy campaign when baking redux Merge branch 'player-trail' into asset-bundles
4 Years Ago
Removed testing value from rope bloom
4 Years Ago
Rope bloom can now be stronger
4 Years Ago
Profiling fixes for Switch
4 Years Ago
Fixed rope bloom
4 Years Ago
Started re-implementing rope visuals New rope color / alpha gradient Removed old Rope rendering code Clean up ropes when changing stage
4 Years Ago
Player trail fully fades out again Switched to LineRenderer from TrailRenderer for new player trail
4 Years Ago
Slight background optimisation Started on player trail rewrite New trail base colour Color / alpha gradient for new trail Got rid of old trail Fixed trail resetting
4 Years Ago
Deleted Resources/Textures, re-assigned guid for Bundled/Textures
4 Years Ago
Started working on a nicer way of adding background effects Example octopus background New background system working Fixed an inconsistency with DataPath.Get(relativeTo, path) Using new background system for legacy octopus Merge branch 'asset-bundles' into background-optimisation Revert "Fixed an inconsistency with DataPath.Get(relativeTo, path)" This reverts commit b7a7ba16272d48251c0685c97e6320623c36ce4c. Made background paths in octopus absolute Fixed dt not being correct in dynamic updates Added spawnPositionVariance to backgrounds, fixed default colors Redux octopus now uses new background system Some more tools to help profile on Switch Added StageComponent / StageComponentBehaviour Some performance logging for switch Scene changes Got rid of BackgroundCamera More profiling for Switch Print performance into to the screen on switch Updated postprocessing package Fixed profiling on switch non-dev builds Fixed backgrounds not being cleared on restart Profiling individual render method calls
4 Years Ago
Print performance into to the screen on switch Updated postprocessing package Fixed profiling on switch non-dev builds Fixed backgrounds not being cleared on restart
4 Years Ago
Scene changes Got rid of BackgroundCamera More profiling for Switch
4 Years Ago
Some more tools to help profile on Switch Added StageComponent / StageComponentBehaviour Some performance logging for switch
4 Years Ago
Fixed dt not being correct in dynamic updates Added spawnPositionVariance to backgrounds, fixed default colors Redux octopus now uses new background system
4 Years Ago
Revert "Fixed an inconsistency with DataPath.Get(relativeTo, path)" This reverts commit b7a7ba16272d48251c0685c97e6320623c36ce4c. Made background paths in octopus absolute