branchSpaceUsurperUnity/asset-bundlescancel
81 Commits over 153 Days - 0.02cph!
a few new laser sfx loops
SFX updates and some new (currently unused) beep sfx
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' into asset-bundles
Bind selectable items during play by holding desired button / key
Fixed possible exception in empty FancyText
Added UI for live item binding
SpriteController now uses a renderer
AnimatedSpriteController now uses a renderer
Removed Drawable / Draw() methods
Renderer creation cleanup
Scene fixup
Got rid of a small allocation
Stop vibration on game over again
!redux
Got rid of DepthLevel related GC allocs
Refactored Utils.GetIntString
Fixed ambiguity between numUnits alias and stage properties
Send asset-bundles builds to steam
Fixed possible baking error related to includes
Fixed some core visibility issues
Core layers now use instancing
Clean up PixelChunk textures on exit stage
Added GameManager.PerformancePrintPeriod
Fix GameOver not appearing
Fixed Stage_Fading not working correctly while paused
Added "coroutine" bool to CallSubroutine
Updated AotHint
Simplified grid / letterbox rendering
Grid and letterbox drawing now uses Renderers
Fixed fading not being per-camera
Gamemode can specify timer visibility
Gamemode can specify progress bar visibility
Added Stage_Scoring.GameOver(message, victorious, submitScore)
Stage border rendering now uses instancing
Fixed switch runtime error
RectLine refactor
Now using one texture for all border sides
Stage_Border now uses renderers
Fixed sortingOrder value range
Cores now use renderers
Got rid of unused diamond materials
Temp fix for baking error
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
DepthLevels now defined in json
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
Fixed HUD not showing in co-op
Fixed diamonds not being textured if using an atlas
Added names to shape game objects
Combined Quad and Diamond shaders
Stage_Drawing cleanup
Fixed shapes flickering after stage reset
Fixed FancyText embedding in Unity 2019
Fixed splitscreen camera jump threshold
Shape rendering rewrite includes diamonds now
Fixed replay divergences in Unity 2019 related to Vector2.magnitude
Fixed a couple of typos !redux
Fixed array parameters in CallMethod / CallSubroutine
Fixed possible NRE in replay UI
Removed some logging
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
Fixed NRE when updating some quads
Fixed ambiguity between DataPaths relative to a file or a directory
Testing relative paths
Implemented override directories
Override directory finishing touches
Example override directory
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
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
Deleted Resources/Textures, re-assigned guid for Bundled/Textures
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
Abort replay testing on exception in init / update
Merge cleanup
Now using updateFloatVar in redux
Find: `"onUpdate".+\n.+"SetFloatVar".+"var":\s*"([^"]+)"\s*,?\s*\},?\s*\},?\s*\]`
Replace: `"updateFloatVar": "$1"`
Debug replay test not exiting on Jenkins
Another possible cause of pixel tint accumulation
Replaced onUpdates with updateFloatVars in non-redux campaigns
Don't animate transition to single camera on death if already merged
Fix for one possible cause of pixel tint accumulating
Removed GetLerpedValue overloads taking ref params
Added BulletData.updateFloatVar
Using updateFloatVar for octopus bgClouds
UnitFormData pixels array is now appended when overriding
easy crusade, stage onStart callback
bullet velocity multiplier
pattern bullet lifetime multiplier
difficulty stage property
more pattern params to modify their bullets
difficulty utils
intro slowspokes difficulty
build again
build fix?
Merge branch 'master' into asset-bundles
Got rid of playerAware.json
Attempting to support #include in FsmData
Example of overriding an FSM state