branchSpaceUsurperUnity/mastercancel
2,640 Commits over 2,710 Days - 0.04cph!
Make sure stage bullet archetype jobs are burst compiled
Some final generated keyframe job merging
Mark NativeArray fields as readonly in generated jobs
Merge branch 'quad-nre'
Refactor BulletSystems into one system, with many BulletArchetypes
Replace "System" with "Archetype" in json scripts
Updated .gitignore for new BulletArchetype generated stuff
Timing creating vs scheduling jobs
Merge branch 'master' into bullet-archetype
bulletSystemIgnoreOnUpdate -> bulletArchetypeIgnoreOnUpdate
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
Trying out ComponentTypeHandleCache<T>
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
Revert "Trying out ComponentTypeHandleCache<T>"
This reverts commit 2cf252ce8b01cdaad6ac370db9a3899676cb4ce0.
Attempt to ensure BulletArchetype jobs are scheduled in parallel
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
BulletArchetype generated job refactor to help with merging
Working on unifying parameters to BulletArchetype jobs
Finished refactoring BulletArchetype jobs so we can merge them
Per-stage bullet job generation
Finished merging BulletArchetype jobs
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
Merged bullet jobs parameter fixes
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
Merge branch 'bullet-archetype'
Merge remote-tracking branch 'origin/master'
Try only scheduling bullet AdvanceKeyframe jobs when 100% needed
UpdatePatternSystem job merging
Make sure generated keyframe systems run before PhysicsSystem
Updated Facepunch.ExpressionStrings
Make sure pooled pixel particles are cleared properly
Don't keep applying parent pattern deltas to ECS bullets after removal
Updated package manifest
Merged jobs in UpdateHashSystem
Fixed entities being skipped in keyframe property jobs, add BurstCompile
More robust dependency management in ScriptQuerySystem
Lots of generated ECS job merging
Merge branch 'master' of SpaceUsurperUnity
Show "MAX" on replay speed slider when >5x
Profiling fixes
Merge branch 'master' of SpaceUsurperUnity
Can now isolate sub-categories in perf-stats-plot.py
Disable PerformanceTestReplay
Cyrillic support for names in leadeboards
Limited support for CJK characters
Fixed pause screen leaderboard sometimes ignoring mouse input !redux_all !ecs
Don't re-use patterns until bullets are spawned
Put unit index in pxc GameObject name for debugging
Merge branch 'minion-suicide'
Fixed PlayerCollisionSystem relying on chunk order determinism
Merge branch 'orb-divergence'
Upgraded to Unity 2020.3.13f1
Upgrade DOTS packages
Fixes for ECS API changes
Fixed job exceptions after DOTS upgrade
Upgraded NintendoSDKPlugin
Fixes for NintendoSDKPlugin API changes
Upgraded NexPlugin
NexPlugin API changes
Use default world initialization
Fixed standalone editor errors
Fixed corrupted NintendoSDK
Updated Facepunch.ExpressionStrings
Added AOT hint for CoreController
Switch build error fixes
Run UpdateHashSystem in LateFixedUpdateGroup
Merge branch 'master' into unity2020.3
Updated Jenkinsfile, Build.cs
Merge remote-tracking branch 'origin/unity2020.3'
Fixed possible NRE in StageID.GetAll()
Fixed possible divergence when enumerating entities
Merge branch 'orb-divergence'
perf-stats-plot category sorting
Profile LateFixedEntityUpdate
Fixed Switch development builds
Merge remote-tracking branch 'origin/switch-benchmark' into switch-benchmark
Fixed FPS display toggle on Switch
Merge remote-tracking branch 'origin/master' into switch-benchmark
New perf categories
Add FPS lines to perf-stats-plot
perf-stats-plot tweaks
Player_StatusEffects divergence fix
Merge branch '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'
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
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
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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
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