3,467 Commits over 2,649 Days - 0.05cph!
Fixed NRE when changing anti-aliasing mode
MultiChoice control tweak !release
Updated Jenkinsfile !release
Fixed UI text rendering artefacts
Do both debug and release builds when using !release flag
Added "Run in Background" option under Gameplay !release
Show error message when watching replay from unsubscribed custom stage
Fixed case where custom stages would generate some ECS code
Ignore command line args in editor
Fixed stage progress divergence
Added ReplayDiagnostics.Write(double)
Fixed soft lock when closing settings menu and clicking
Use separate sprite atlas for point filtered textures
InControl SuspendInBackground
Possible fix for NRE caused by TMP sprite embeds
Disable divergence trace
Eliminated some per-frame allocations during gameplay
Eliminated all per-frame main menu allocations
Possible fix for leaderboard bug when clicking on invalid replays
Don't unload asset bundles that contain persistent textures
Fixed tentacle core sprites not being put into an atlas
Allow scripts defining arrays for parameters that expect data paths
More texture loading / unloading investigation
MemoryDump tweaks for unity assets
Make sure bullet archetypes get cleared on stage change
Removed path to old BulletData instances
Looking into sprites being loaded multiple times / not unloaded
Batch sprite atlas updates in stage init
Don't do input updates while unfocused
Fixed memory dump log typo
Added HotloadedData.GetAllCached(plugin)
Do memory dump in two passes, with and without HotloadedData cache
Fixed standalone build error
Log instance paths after running replay tests
Instance path finding tool tweaks
Tentative fix for NRE in Ghost.Update()
Added tool to find paths to instances in memory
Removed static path to old GameStage instances
Removed paths to old GameStage instances
Tentative fix for materials getting disposed used by TMP
Fixed Bullet.DamagePlayer not setting last collision type etc
Shorten replay sharing IDs where possible
Auto-subscribe to Timebrain !release
Fixed powerup UI flicker on unpause
Fixed warning in LoadBindings
Fixed particle timescale regression
Fixed stage not fading out correctly while paused
Fixed RawFixedElapsedTime divergence
Fixed !switch build error !release !clean
Fixed resurrecting weakly cached resources
Only record aux diagnostics when SaveAuxReplayDiagnostics is true
Possible fix for error during loading
Go back to using persistent sprite atlas for UI cores
Fixed possible ident clash in ForEachMethodCallGenerator
Added Player.ForEachActiveEffect and Player.ForEachSelectableEffect