3,468 Commits over 2,710 Days - 0.05cph!
Working on leaderboard refactor
Updated Facepunch.Steamworks
Level completion is now only read from the progression file
Updated Facepunch.Steamworks
Added RandLogFrames list to GameManager
Fix for possible NRE on watch page
Added button to show all stages
Now defaults to showing all stages
Adding support for multiple stages
Fixed error when submitting analytics
Merge branch 'master' of SpaceUsurperUnity
Commit link now opens in a new tab
Added commit hash to archived replays
Some better bullet diagnostics
Fixed Bullet._isRedirecting not being reset
Some better bullet diagnostics
Split bullet pools into fixed / dynamic
Fixed Bullet._isRedirecting not being reset
Started investigating a bullet divergence
Started investigating a bullet divergence
Fixed archived replay quota not being enforced
Disabled replay diagnostics for non-fixed Bullets
Updated Facepunch.Parse and Facepunch.ExpressionStrings
Skip recipe post process while in play mode
Cached expression returns types are now explicitly generated
Better handling for uncached expressions
Fixed possible infinite loop
Updated Facepunch.ExpressionStrings
Recipe code generation now processes bullet recipes
Merge branch 'master' of SpaceUsurperUnity
Removed test line from ImportManager
Updated Facepunch.ExpressionStrings
Made sure combo options are formatted the same
Fixed game pausing when re-focussing sometimes
Submission failed error now mentions retry period
Failed leaderboard submissions get staggered out a bit better
Added description text to loading screen
Fixed an exception when playing offline
Fixed some more offline errors
Overall leaderboard time alignment now matches level leaderboard
Trying out showing 1 decimal place for times in leaderboards
Added sounds to options menu
Added antialiasing option in video settings
SMAA now defaults to ultra quality
Replay validater works in -nographics mode
Fixed FuseBoss divergence
Fixed FuseEnemy2 divergence
Fixed possible incorrect validation average frame time reporting
Added some timing data to validation
Experimental replay validation batchmode thing
Can now slow down divergence tests
Now always using the same random seed in Init()
Now automatically looks for debug versions of replays
Fixed another source of PlayerTempEffect divergence
Removed some red herring determinism assertions
TempEffectSlow determinism fix
Gradually closing in on the cause of the divergence
Fixed some diagnostics false positives