userJames Kingcancel
repoSpaceUsurperUnitycancel

3,468 Commits over 2,710 Days - 0.05cph!

4 Years Ago
Fixed standalone build error Made sure BorderWarningSystem can be auto-created BorderWarningSystem seems to work
4 Years Ago
Working on ECS border warning
4 Years Ago
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
4 Years Ago
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
4 Years Ago
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
4 Years Ago
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
4 Years Ago
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
4 Years Ago
ECS bullet physics, including repelling
4 Years Ago
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
4 Years Ago
Refactored spawn and update for ECS bullets Working on onion/pattern/turn as an ECS bullet
4 Years Ago
Fixed issue with PlayerCollisionSystem dependency management Collision for diamond ECS bullets seems to work Changed how bullets are tied to systems, added BulletSystem.OnHitPlayer
4 Years Ago
Fixed ECS bullet collision info not taking scale into account
4 Years Ago
Main structure of PlayerCollisionSystem done
4 Years Ago
BulletSystem refactor, working on PlayerCollisionSystem
4 Years Ago
Grid2 bullet visuals now using ECS Fixed typo in ShapeInstanced shader Made sure ECS bullet systems are created in a deterministic order
4 Years Ago
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
4 Years Ago
Some cleanup before working on ECS codegen Rewrite example bullet system to get rid of boilerplate
4 Years Ago
Fixed case where cached ActionList methods weren't found Fixed redux bake error
4 Years Ago
Cleanup all manually created systems on stage exit
4 Years Ago
New ECS bullets are now depth sorted correctly relative to old stuff
4 Years Ago
Rewrite ECS bullet demo, simplifying how keyframes work
4 Years Ago
First pass at rendering ECS bullets with DrawMeshInstanced More efficient ECS bullet rendering using DrawMeshInstancedIndirect
4 Years Ago
Basic rendering of ECS-based bullets Fixed despawning of example ECS-based bullet Example ECS bullet jobs are now burst compiled
4 Years Ago
Mockup of components / system for an ECS-based bullet
4 Years Ago
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
4 Years Ago
Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60 Fixed redux bake error
4 Years Ago
Added DefaultProperty attribute, to avoid ParameterPassthrough usage
4 Years Ago
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
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
Some more options for perf-stats-plot.py Show 95 and 99 percentiles in perf-stats-plot.py
4 Years Ago
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
4 Years Ago
Fixed profiler error Optimized Pxc_Animation.SetFrame
4 Years Ago
More detailed profiling in Switch release builds
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
Testing perf measurement consistency
4 Years Ago
Replay validating timing uses GetThreadTimes()
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