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2,640 Commits over 2,710 Days - 0.04cph!
Player bullets now fully supported by ECS code gen
Basic MethodCallGenerator framework
Support for calling subroutines from BulletSystems
Now using IJobChunk for keyframe updates
More unit collision ECS code gen
Moved lifetime job to its own system, trying out IJobChunk
More system refactoring
Big BulletSystem codegen refactor
Updated Jenkinsfile with ECS cleanup test
Updated .gitignore
ECS codegen support for more collision related bullet properties
OnLifetimeFinished ECS codegen support
Fixed referencing player in generated BulletSystem callbacks
ECS bullet sprite changing support
Bulk of ECS bullet vs unit pixel collisions done
BulletSystem moveAngle support
Fixed generated BulletSystem fading out
Generated BulletSystems now put in a separate assembly
Updated Jenkinsfile
Merge branch 'master' into switch-performance
Added DefaultProperty attribute, to avoid ParameterPassthrough usage
Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60
Fixed redux bake error
Added offline mode for Switch
Save replay performance to host even on diverge
Save replay file to host on switch
Revert "Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60"
This reverts commit 95aec4ac6181727d3e26da4be6b3299d20b95c8b.
Save test replay to host when starting to watch
Fixed case where cached ActionList methods weren't found
Mockup of components / system for an ECS-based bullet
Basic rendering of ECS-based bullets
Fixed despawning of example ECS-based bullet
Example ECS bullet jobs are now burst compiled
First pass at rendering ECS bullets with DrawMeshInstanced
More efficient ECS bullet rendering using DrawMeshInstancedIndirect
Rewrite ECS bullet demo, simplifying how keyframes work
New ECS bullets are now depth sorted correctly relative to old stuff
Cleanup all manually created systems on stage exit
Some cleanup before working on ECS codegen
Rewrite example bullet system to get rid of boilerplate
Discover and store BulletSystem references while baking
Create BulletSystems from ScriptingCache on stage init
ECS bullets can now be spawned like normal bullets from json
Fixed ECS bullet blinking
Grid2 bullet visuals now using ECS
Fixed typo in ShapeInstanced shader
Made sure ECS bullet systems are created in a deterministic order
BulletSystem refactor, working on PlayerCollisionSystem
Main structure of PlayerCollisionSystem done
Fixed ECS bullet collision info not taking scale into account
Fixed issue with PlayerCollisionSystem dependency management
Collision for diamond ECS bullets seems to work
Changed how bullets are tied to systems, added BulletSystem.OnHitPlayer
Refactored spawn and update for ECS bullets
Working on onion/pattern/turn as an ECS bullet
ECS bullets can now be moved / rotated by BulletPatterns
ECS bullets can now despawn when their parent pattern finishes
Refactored ECS bullet collisions, added circle collisions
ECS bullet graze and push force
ECS bullet physics, including repelling
Split up bullet components into separate files
Refactor ECS RepelBullets
ECS bullets have individual time scales
AddTimeScale for ECS bullets
ECS bullet flash color
Fixed error on player death from ECS bullet hit
Fixed ECS bullet flash on player hit
Reduced some repetition in bullet system definitions
ECS bullets now keep track of their own local time
ECS bullets can now have lifetimes
Bullet acceleration, implemented onion simplespokes.bullet
Stage components now have explicitly defined update orders
Moved managed job from PlayerCollisionSystem to run at end of update
Onion simpleSpokes.bullet2 system
Fixed rotation in ShapeInstanced.shader when using property buffers
Can now have ECS bullet properties that are updated every fixed update
Frame diamondShot4.bullet ECS implementation
Frame diamondShot2.bullet ECS implementation
Fixed Switch build error
Fixed ECS bullets having 0 mass by default
Fixed possible exception when validating replays
Fixed legacy bullet properties not being set
RenderSpriteSystem / AnimateSpriteSystem updates now managed by unity
Using ComponentSystemGroups for ECS bullet systems
Refactored PlayerCollisionSystem to deal with per-update shape changes
Fixed bug with ECS diamond-player collision detection
Components for PlayerCollisionSystem refactor
Working on ECS border warning
Fixed standalone build error
Made sure BorderWarningSystem can be auto-created
BorderWarningSystem seems to work
Smarter job scheduling for ECS border warnings
Cached BulletSystems are invalidated on stage change
Started work on some ECS system codegen
Basic BulletSystem code gen working
BulletSystem code gen simple loop support
Moved BulletSystem code gen to an editor assembly
BulletSystem code gen now supports expressions with parameters
BulletSystem codegen starting speed support
BulletSystem codegen cleanup, error for per-update properties
Simplified BulletSystem generation to not need bake result
Some nice progress bars for generating BulletSystems
Nicer temp variable identifier generation
Fixed ECS codegen for structs like Vector2
Added ECS code gen errors for unsupported ActionLists
Updated Facepunch.ExpressionStrings
Working on per-update animated property codegen
Updated Facepunch.ExpressionStrings
Big BulletSystem codegen refactor, working for a bunch of bullets now
Fixed exception in BorderWarningSystem after resetting stage
BulletSystems can now use RNG
BulletSystem lifetime can now be an expression
BulletSystem despawn styles, circle skew
BulletSystem useRawDeltaTime support
BulletSystem noCollisionLeniency support
Updated Facepunch.ExpressionStrings
Some BulletSystem expression generation cleanup, player support
Some nicer conversion between Color and float4 in generated code
Automatically detect generated BulletSystem classes
Updated Facepunch.ExpressionStrings
Don't error when failing to find generated BulletSystems
Only update BulletSystems that have spawned bullets
Only use BulletSystems on stages that enable it
Now don't need to generate a list of supported BulletSystems on bake
Enabled BulletSystem generation for all redux stages
Updated Facepunch.ExpressionStrings
Added way to find out which unsupported fields are most common
Removed manually written BulletSystems
Added BulletSystem support for per-update circle radius
Support for volleyNum and patternNum in BulletSystem codegen
Started work on generating BulletSystem event handlers
Finished off BulletSystem callback codegen, added OnHitPlayer support
Refactored BulletSystem shape handling, added ShapeUpdateSystem
Refactored BulletSystem.OnSpawnBullet
BulletSystem border warning color / glow / minOpacity codegen
Fixed typo in ShapeUpdateSystem
Keyframe / per-update animated properties now set complement to 1f
Fixed keyframe animated properties in generated BulletSystems
Merge branch 'master' into switch-performance
Fixed SetValue codegen when using arrays
Fixed FloatingText sort order
Fixed an ECS warning
Fixed typo in ShapeInstanced.shader
Fixed case where cached ActionList methods weren't found
Fixed redux bake error
Removed switch NativeLog test
Updated Facepunch.ExpressionStrings
Fixed divergence related to stageTime being set in the wrong place
More detailed profiling in Switch release builds
Fixed profiler error
Optimized Pxc_Animation.SetFrame
Fixed nested performance stats category names
Added performance stats to Pxc components
Got rid of native calls when timing replay validation
Unit component profiling in Switch release builds
Fixed nested categories in perf-stats-plot.py
Some more options for perf-stats-plot.py
Show 95 and 99 percentiles in perf-stats-plot.py
Merge remote-tracking branch 'origin/master'
Merge remote-tracking branch 'origin/master'
Merge branch 'switch-performance'
Fixed performance stats dumping from switch to PC
Working on writing performance stat dumps to host PC from switch
Updated Jenkinsfile !redux
Updated Jenkinsfile
Fixed another error in tentacle boss script !redux
Fixed error in redux tentacle boss !redux
Can now toggle between only FPS / full performance stats
Updated Facepunch.Steamworks !redux
Measure only main thread time when validating replays
Measure TotalProcessorTime when validating replays
Generate source mapping comments
Bake error message normalization
Updated Facepunch.ExpressionStrings !redux
Fixed !redux script errors
ProcessObject refactor
Leaner code gen where possible
Skip populating ActionList if baked / cached
Fixed invalid codegen in !redux build
Reduce default PerformancePrintPeriod
Changed default test replay
Added ECS packages, upgraded asset pipeline version
Fixed error on reading #includes in new Newtonsoft.Json version
Pxc_Animation.SetFrame() optimization
DenseIntDict<T> enumerator
Fixed some readonly ProfilerCategories
Subroutine codegen with explicit parameters
Can now call baked subroutines with parameters
Handling passing explicit parameters to called ScriptFuncs
Code gen refactor to support parameter capture in called subroutines
Fixed subroutine CodeGenFlags
Optimizations in generated methods
Fixed bad scope of generated locals in SetValue
Fixed SetValue / return value of CallMethod sometimes being discarded
Fixed possible divergence caused by SetValue / CallMethod returns
Fixed loading json data from absolute paths
Got rid of some test code
Merge branch 'bullet-perf'
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Added MaxCatchupFrames toggle
New floodfill implementation
Persist ConnectionCache instances with anim frames
Fixed divergence caused by new floodfill
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Merge branch 'bullet-perf'
Fixed standalone build error
Added player update profiling
Fixed expensive player camera target updates
Some unit profiling
Got rid of allocation in Pxc_Animation.SetFrame()
Changed shoot / activate default bindings for Switch
Changed default deadzones on Switch
Changed shoot-when-aiming behaviour, only shoot if near upper deadzone
Added "isSwitch" loading tip condition
Fixed co-op in editor while targeting Switch
Updated Facepunch.ExpressionStrings
Match cached scriptfuncs by alias definitions too
Added "mergedTargetViewArea" to StageData
Disable on-screen profiler info
Added PROFILE_PLAYER_LOOP option
Disable QUIT menu option on Switch
Added "isDocked" alias
Default ShootWhenAiming to true on switch
Some missing particle fixes
First draft of stage unlock animation
Enable debug options in non-debug !switch builds
Fixed running in-editor while targeting Switch
Removed unity analytics package !switch
Particles for stage unlock animation
Fixed !switch build errors
Campaigns can now specify background tint
Added "Always" unlock condition