3,468 Commits over 2,710 Days - 0.05cph!
Example of spawning new damage floaters
ShapeInstanced shader tweaks to support non-square atlas grids
WIP new damage floaters
Finished new damage floater system
Fixed PixelGroup depth sorting
Bullet spawning profiling
Fixed ECS bullets lerping between per-update properties
Fixed some ECS bullets missing sprites
Fixed possible exception when disposing a BulletQuery
Button prompt icons in pause menu tweak for Switch
Working on changing how damage numbers are rendered
Fixed ECS rect bullets not using scale when detecting collision
Fixed possible crash in ECS OutOfBoundsJob
Fixed debug ignore collisions with ECS bullets
Fixed case where OnOutOfBounds callbacks would spam
Fixed ECS RemoveWhenOutOfBounds
Added ways to investigate why ECS bullets despawn
Fixed case where ECS bullets wouldn't ignore the right unit
Fixed legacy replays diverging
Fixed crash on trench stage on Switch
Only load hints after script cache is loaded
Fixed ECS OnLifetimeFinished callback not being called in some cases
Fixed ECS bullets spawned by a pattern not having the right velocity
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
Updated generated keyframe animated components
Finished off BulletQuery job system
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
Fixed ECS loop / idle logic
Fixed ECS bullet cantBeIgnored
Disabled bullet system generation for some unsupported bullets
Fixed cases where local timescale wasn't applied to ECS bullets
Fixed translation key regex
Fixed Switch build error
Confirm prompt scaling on Switch
Fixed ECS bullet target move mode
Fixed ECS bullet target facing direction mode
Fixed not setting BulletDamageSource when hitting an ECS bullet
TODO for diamond ShrinkToFront ECS support
Fixed stage loading animation jerkyness
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Fixed stage loading animation jerkyness
Fixed ECS bullet despawnAfterKeyframes handling
Fixed a few causes of ECS bullet warning being too bright
Propagate component references to parent scopes
Check for FlagAttribute when setting component data
Use an attrib to mark universal components
VelocityData now has a corresponding flag
Working on background dynamic scaling
Testing out rendering backgrounds at 1/2 width / height on Switch
Experimenting with resolution scaling for backgrounds on Switch
Fixed some blending issues in BackgroundLayer shader
Intro stage star flicker fixes
Use fixed4 for colour array in background shader
Only use 1 channel textures in background rendering
Fixed background rendering on Switch
Fixed case where modified scriptable objects aren't reserialized
Fixed some cases where stages would load the wrong assets
Print where LegacyBulletOnly is being violated
Fixed 0.1 resolution slider increment with controller
Make ECS bullet usage warning an error
Fixed reference to old damage status in intro slowSpokes pattern
Use a constant buffer for background layer properties
Fix reference to legacy default player
Glow correction for intro background
Background merging fixes
Updated noise01_256.png to a tiling one
Use Texture2DArray for sprite atlas
WIP merging background layers into one pass
Possible fix for non-existing entity in OnOutOfBounds ECS callback
Easy way to disable backgrounds for Switch performance testing
Fixed yet another cause of pixel chunks hanging around after a reset
Moved RemoveWhenOutOfBounds / ClampToBounds to an IJobChunk
ECS bullet onOutOfBounds callback support
Started work on OutOfBounds callback for ECS bullets
Fixed generating BulletSystem instance method calls
Hide hints when paused
Fixed some ECS codegen feature regressions
Fixed some CallMethod actions not generating for bullet systems
BulletPattern onEachBullet ECS support, stage alias fixes
ECS support for AffectBulletsInRadius
Fixed some ECS diamond bullets having the wrong cross distance
CodeGen formatting tweak
Better ECS bullet gizmos
Fixed ECS bullets not ignoring collisions with units correctly
Fixed case where ECS bullets accelerated in the wrong direction
Fixed velocity-based circle skew in ECS bullets
Fixed NRE in shop phase on ballpit when using ECS bullets
Fixed rect ECS bullets being invisible if they don't specify widthMods
Make sure RandomChunkData gets re-initialized after stage reset
Added ECS bullet gizmo drawing in editor
Fixed ECS bullet divergence when resolving multiple unit collisions
Normalize line endings in codegen tests
Possible fix for unit test fail on build server !redux_all
Fixed weird indentation with nested CodeWriters
Fixed NRE in TouchingEcsBulletsEnumerable
Enable ECS bullets on extra stages
Added CameraZoomFactor option
Don't show campaign leaderboards for single-stage campaigns
Can now click on campaign nav buttons on Switch
Fixed ECS bullet callback when player has IgnoreBulletDamage !redux_all
Player / StatusEffect OnHitPlayer ECS callback generation
Now using per-chunk RNG for ECS bullets
Error if a generated IJobChunk uses too many components in a query
Fixed ECS bullet acceleration direction when using absolute angles
Fixed ECS repel
Fixed condition for mech.noHits flag
Mark generated chunk jobs as invalid if they use a reference type
Fixed component parameter names for bullet alias methods
Handle plurals before translations
Fixed anyCoopVictory condition
Trap bgBullet shouldn't be dynamic
Added Statistic unlock conditions
Fixed exception when generating ECS bullets that use DynamicBuffer<T>
Fixed typo in TouchingEcsBulletsEnumerable
All ECS bullets should have a DespawnTimeData
Fixed component / entity array cleanup in TouchingEcsBulletsEnumerable
Implemented SetDespawnStyle for ECS bullets
Fixed fetching chunk data components