userJames Kingcancel
branchSpaceUsurperUnity/mastercancel

2,640 Commits over 2,710 Days - 0.04cph!

4 Years Ago
Player bullets now fully supported by ECS code gen
4 Years Ago
Basic MethodCallGenerator framework Support for calling subroutines from BulletSystems
4 Years Ago
Now using IJobChunk for keyframe updates
4 Years Ago
More unit collision ECS code gen
4 Years Ago
Moved lifetime job to its own system, trying out IJobChunk More system refactoring
4 Years Ago
Big BulletSystem codegen refactor
4 Years Ago
Updated Jenkinsfile
4 Years Ago
Updated Jenkinsfile with ECS cleanup test
4 Years Ago
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
4 Years Ago
BulletSystem moveAngle support Fixed generated BulletSystem fading out
4 Years Ago
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4 Years Ago
Generated BulletSystems now put in a separate assembly Updated Jenkinsfile
4 Years Ago
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
4 Years Ago
Fixed case where cached ActionList methods weren't found Fixed redux bake error
4 Years Ago
Removed switch NativeLog test
4 Years Ago
Updated Facepunch.ExpressionStrings Fixed divergence related to stageTime being set in the wrong place
4 Years Ago
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'
4 Years Ago
Fixed performance stats dumping from switch to PC
4 Years Ago
Working on writing performance stat dumps to host PC from switch
4 Years Ago
Fixed !redux build error
4 Years Ago
Updated Jenkinsfile !redux
4 Years Ago
Updated Jenkinsfile Fixed another error in tentacle boss script !redux
4 Years Ago
Fixed error in redux tentacle boss !redux
4 Years Ago
Can now toggle between only FPS / full performance stats Updated Facepunch.Steamworks !redux
4 Years Ago
Replaced FP logo
4 Years Ago
Fixed Switch build error
4 Years Ago
Measure only main thread time when validating replays
4 Years Ago
Updated Jenkinsfile
4 Years Ago
Measure TotalProcessorTime when validating replays Generate source mapping comments Bake error message normalization Updated Facepunch.ExpressionStrings !redux
4 Years Ago
Fixed !redux script errors
4 Years Ago
ProcessObject refactor Leaner code gen where possible Skip populating ActionList if baked / cached
4 Years Ago
Fixed invalid codegen in !redux build
4 Years Ago
Reduce default PerformancePrintPeriod
4 Years Ago
Disable TMP warnings
4 Years Ago
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'
4 Years Ago
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4 Years Ago
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4 Years Ago
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'
4 Years Ago
Fixed standalone build error
4 Years Ago
Added player update profiling Fixed expensive player camera target updates Some unit profiling Got rid of allocation in Pxc_Animation.SetFrame()
4 Years Ago
Changed shoot / activate default bindings for Switch Changed default deadzones on Switch Changed shoot-when-aiming behaviour, only shoot if near upper deadzone
4 Years Ago
Added "isSwitch" loading tip condition Fixed co-op in editor while targeting Switch Updated Facepunch.ExpressionStrings Match cached scriptfuncs by alias definitions too
4 Years Ago
Added "mergedTargetViewArea" to StageData Disable on-screen profiler info Added PROFILE_PLAYER_LOOP option Disable QUIT menu option on Switch Added "isDocked" alias
4 Years Ago
Default ShootWhenAiming to true on switch Some missing particle fixes
4 Years Ago
First draft of stage unlock animation
4 Years Ago
Enable debug options in non-debug !switch builds
4 Years Ago
Fixed running in-editor while targeting Switch
4 Years Ago
Removed unity analytics package !switch
4 Years Ago
Particles for stage unlock animation Fixed !switch build errors
4 Years Ago
Campaigns can now specify background tint Added "Always" unlock condition