3,468 Commits over 2,710 Days - 0.05cph!
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'
Updated Jenkinsfile, Build.cs
build !redux_all !ecs
Run UpdateHashSystem in LateFixedUpdateGroup
Merge branch 'master' into unity2020.3
Fixed possible NRE in StageID.GetAll()
Fixed possible divergence when enumerating entities
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
Upgrade to 2021.1.13f1
NexPlugin for Unity 5.0.1
Updated NintendoSDK
Fixed exceptions from unity upgrade
Username / avatar fetching API changes
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'
New perf categories
Add FPS lines to perf-stats-plot
perf-stats-plot tweaks
hunter string tweak
Merge branch 'master' of SpaceUsurperUnity
Fixed possible NRE when attempting a level from a replay
turn off pestilence parallax
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
Fixed CoreGraphic not using layer offset when first spawned
Merge branch 'master' of SpaceUsurperUnity
changed laser scope pattern targeting
fixed trench plantGun respawning and nightmare trench gun colors
dmg floater for nightmare fuse storm
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
changed powerup icon colors
Fixed Switch development builds
Merge remote-tracking branch 'origin/switch-benchmark' into switch-benchmark
Fixed FPS display toggle on Switch
Merge branch 'switch-benchmark'
Use marker components in BulletSystem queries
PlayerLoopProfiling fixes
Merge remote-tracking branch 'origin/master' into 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'
New perf stats category list
Updated perf-stats-plot.py to work with frameBatchSize
Performance stat rewrite, profile player loop again
Added summary-plot.py
Fixed argument parsing in perf-stats-plot.py
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
Updated perf-stats-plot.py to read new format
Updated perf-stats-plot.py
Fixed possible crash in PerformanceStats.Write()
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
Fixed warning about late deallocation
Sort ECS bullets before enumerating them
UpdateHashSystem is now chunk layout agnostic
Added DivergenceTrace
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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
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