branchSpaceUsurperUnity/switch-performancecancel
45 Commits over 62 Days - 0.03cph!
Fixed FloatingText sort order
Fixed an ECS warning
chippy logo crawler
more credits crawlers
some scores crawlers
rest of the score crawlers
credits stuff
chippy crawler
more credits crawlers and powerups
Fixed case where cached ActionList methods weren't found
Fixed redux bake error
refactor base crawler
credits text colors
Merge branch 'master' of SpaceUsurperUnity
credits enemy
credits stuff
credits array
credits hazard, etc
crawler attacks
enemy stun attack
zap dontDropShields
credits enemy attack sfx
tweak credits crawlers
edited rest of the crawlers
credits powerups
attempt to fix speech bubble size
more credits powerups
more editing credits units
hazard attacks
finished hazard attacks
credits stage balance tweaks
zapped pattern
enemy powerup pattern
tweaked zap pattern
credits enemy attacks
credits bg color
ball pit intro tips
skip wont spawn on player
round text
buy label
potential fix for ballpit round issue
fix tweak
fix fade giving player gun
fixed kiosk prices, kiosk rarity
changed some powerup rarity
adjusted tooltips
bump sfx
more sfx
reworked free shields
shield balancing
green and blue balls
cant boost/blink during buy phase
tweaked tip text
potential buy phase fix
ball sprite tweaks
more bullet color stuff
ball color
playtest fixes and sfx
wall powerup
airstrike sfx, etc
airstrike/remote bumper start on enemy side
powerup balancing
duplicate powerup
snipe powerup
playtest changes, potential snipe angle fix
rename snipe to richochet
hell powerup
upgrade powerup
powerup lvl floater shows MAX
upgrade icon
build fix, edgerunner powerup
edgerunner wall indicator
edgerunner reward
changed kiosk item numbers
rearranged kiosk positions
made shield rare
railgun powerup
added slowmo
refactored state progession
money spawn in buy round
rename player variables
vomit is purple
persecute powerup
build fix
cleanup
remove shouldEnterBuyPhase
gather effect
createArrayFromRange, shuffleArray
renaming more player vars
shop randomness
reroll wip
reroll shop items
remove reroll when all items bought
teleport powerup
tether powerup
tether tweaks
boosterPack powerup
build fix
dash mastery powerup
shield generator powerup
tenacity powerup
luck affects boosterPack
status callback onPlayerActivateStatus
repeller powerup
tether vine powerup
rand.PointInRect
ignorePlayerCollision can use PerUpdate
fix reroll bug
converge effect bullet
reverted ignorePlayerCollision change, fixed reroll again
hit_money powerup
fix homing targeting
fix turret ownership
steal powerup
confuse powerup
snipe powerup
powerup spawn warning
ultimatum powerup
buy round sfx
some more giver patterns
bg color/cloud progression
Fixed keyframe animated properties in generated BulletSystems
Merge branch 'master' into switch-performance
Fixed SetValue codegen when using arrays
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
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
Enabled BulletSystem generation for all redux stages
Updated Facepunch.ExpressionStrings
Added way to find out which unsupported fields are most common
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
Some nicer conversion between Color and float4 in generated code
Automatically detect generated BulletSystem classes
Updated Facepunch.ExpressionStrings
BulletSystem useRawDeltaTime support
BulletSystem noCollisionLeniency support
Updated Facepunch.ExpressionStrings
Some BulletSystem expression generation cleanup, player support
Fixed exception in BorderWarningSystem after resetting stage
BulletSystems can now use RNG
BulletSystem lifetime can now be an expression
BulletSystem despawn styles, circle skew
Updated Facepunch.ExpressionStrings
Working on per-update animated property codegen
Updated Facepunch.ExpressionStrings
Big BulletSystem codegen refactor, working for a bunch of bullets now
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
BulletSystem code gen simple loop support
Moved BulletSystem code gen to an editor assembly
BulletSystem code gen now supports expressions with parameters
Started work on some ECS system codegen
Basic BulletSystem code gen working
Smarter job scheduling for ECS border warnings
Cached BulletSystems are invalidated on stage change
Fixed standalone build error
Made sure BorderWarningSystem can be auto-created
BorderWarningSystem seems to work
Working on ECS border warning
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
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
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
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
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
ECS bullet physics, including repelling
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
Refactored spawn and update for ECS bullets
Working on onion/pattern/turn as an ECS bullet
Fixed issue with PlayerCollisionSystem dependency management
Collision for diamond ECS bullets seems to work
Changed how bullets are tied to systems, added BulletSystem.OnHitPlayer
Fixed ECS bullet collision info not taking scale into account
Main structure of PlayerCollisionSystem done
BulletSystem refactor, working on PlayerCollisionSystem
Grid2 bullet visuals now using ECS
Fixed typo in ShapeInstanced shader
Made sure ECS bullet systems are created in a deterministic order
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
Some cleanup before working on ECS codegen
Rewrite example bullet system to get rid of boilerplate
Cleanup all manually created systems on stage exit
New ECS bullets are now depth sorted correctly relative to old stuff
Rewrite ECS bullet demo, simplifying how keyframes work
First pass at rendering ECS bullets with DrawMeshInstanced
More efficient ECS bullet rendering using DrawMeshInstancedIndirect
Basic rendering of ECS-based bullets
Fixed despawning of example ECS-based bullet
Example ECS bullet jobs are now burst compiled
Mockup of components / system for an ECS-based bullet
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
Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60
Fixed redux bake error
Added DefaultProperty attribute, to avoid ParameterPassthrough usage
claw easy balance
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
laser easy balance
storm easy balance
moved some easy mech pixel settings
Merge branch 'master' of SpaceUsurperUnity
invasion easy balance
build !redux
build !redux !easy !nightmare
update jenkinsfile !redux !easy !nightmare
drop effect
balance changes
changed starting shield amounts
more easy balance
cleanup powerupTriple
can get powerups while intangible
fix hunter powerup
hard hunter balance
hard orb balance
hard frame balance, etc
added CampaignData.orderIgnoresLockedState
build !redux !easy !nightmare
songs check if CurrentCore is null !redux !easy !nightmare
Merge remote-tracking branch 'origin/master'
fix hard mech !redux !easy !nightmare
Merge remote-tracking branch 'origin/master'
Merge branch 'switch-performance'
Updated Facepunch.ExpressionStrings
Fixed divergence related to stageTime being set in the wrong place
Removed switch NativeLog test
misc balance
credits bounds
Merge branch 'master' of SpaceUsurperUnity
laserSight powerup
laser sight icon, fix when have no gun
credits stuff
more credits pixels
ffd icon
laser sight lost when hit
credits text
more credits text
credits crawler text
Merge branch 'master' into switch-performance
Some more options for perf-stats-plot.py
Show 95 and 99 percentiles in perf-stats-plot.py
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
Fixed profiler error
Optimized Pxc_Animation.SetFrame
More detailed profiling in Switch release builds