3,468 Commits over 2,710 Days - 0.05cph!
ProcessObject refactor
Leaner code gen where possible
Skip populating ActionList if baked / cached
Fixed invalid codegen in !redux build
Reduce default PerformancePrintPeriod
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'
Fixed possible divergence caused by SetValue / CallMethod returns
Fixed SetValue / return value of CallMethod sometimes being discarded
Fixed bad scope of generated locals in SetValue
Optimizations in generated methods
Fixed subroutine CodeGenFlags
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
Pxc_Animation.SetFrame() optimization
DenseIntDict<T> enumerator
Fixed some readonly ProfilerCategories
Started playing around with converting quad / diamond rendering to ECS
Fixed error on reading #includes in new Newtonsoft.Json version
hard fuse new attacks
hard trench attacks
hard onion new attacks
hard hunter new attacks
hard claw new attacks
hard frame new attacks
hard laser new attacks
hard storm new attacks
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Merge branch 'bullet-perf'
hard invasion extra attacks
tutorial tweaks
reworked octopus turrets
!redux
build fix !redux
Merge branch 'master' of SpaceUsurperUnity
!redux
!redux
octopus balancing
added spread to double gun
broadside powerup tweaks
new broadside icon
more octopus balance
Changed default test replay
Added ECS packages, upgraded asset pipeline version
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'
Fixed divergence caused by new floodfill
Persist ConnectionCache instances with anim frames
Added MaxCatchupFrames toggle
New floodfill implementation
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Fixed standalone build error
Added player update profiling
Fixed expensive player camera target updates
Some unit profiling
Got rid of allocation in Pxc_Animation.SetFrame()
Changed shoot / activate default bindings for Switch
Changed default deadzones on Switch
Changed shoot-when-aiming behaviour, only shoot if near upper deadzone
Added "isSwitch" loading tip condition
Fixed co-op in editor while targeting Switch
Updated Facepunch.ExpressionStrings
Match cached scriptfuncs by alias definitions too
Added "mergedTargetViewArea" to StageData
Disable on-screen profiler info
Added PROFILE_PLAYER_LOOP option
Disable QUIT menu option on Switch
Added "isDocked" alias
Default ShootWhenAiming to true on switch
Some missing particle fixes
First draft of stage unlock animation
Enable debug options in non-debug !switch builds
Fixed running in-editor while targeting Switch
Removed unity analytics package !switch
Particles for stage unlock animation
Fixed !switch build errors
Campaigns can now specify background tint
Added "Always" unlock condition
Now using new lock icon, fixed highlighting locked items in campaign
Made "INCOMPLETE" more faded
Only show unlock condition if all prerequisite stages are also unlocked
Added progression flags that official stages can enable
New stage unlock condition system
Allow locked stage selection / navigation
Locked stage style tweaks
Don't complain about null leaderboards when !ShouldSubmitScore !redux
Updated Jenkinsfile !redux
Updated Jenkinsfile !redux
Updated Jenkinsfile !redux
Fixed late loading asset bundles for workshop stages !redux
Updated Jenkinsfile !redux
Trying to debug why assets are missing in Jenkins builds !redux
Fixed music sample files not being discovered in legacy workshop stages
Legacy support for workshop PxcSourceData / PxcAnimData path discovery
Legacy fix for precaching music sample files in workshop plugins
Updated workshop-resources.txt !redux
Fixed workshop validation progress text
Use workshop-resources.txt when making asset bundles
Updated workshop-resources.txt
StageID inspector is better organised
GenerateWorkshopResourceList now works for subscribed plugins
Updated workshop-resources.txt !redux
Nicer solution for split-screen clamping
Generate a list of resources used by baked workshop plugins in custom/
Allow cancelling baking stage scripts
Updated .gitignore
Post processing should be working again
Fixed sorting order of pixel particles