3,468 Commits over 2,710 Days - 0.05cph!
Added a bunch more divergence diagnostics
Can now test divergences between a specific range of frames
Added timescale determinism assertion
Fixed watched values being discarded
Fix for fuse stage divergence
Divergence diagnostic improvements
Fixed options menu being behind the leaderboard
Added more replay diagnostics
Merge branch 'master' of SpaceUsurperUnity
Clicking on RESTART in the menu now calls the right method
Fixed possible divergence
Possible fix for fuse divergence
Fixed Rotation.Normalize
Merge branch 'rotations' of SpaceUsurperUnity into rotations
clamp pxc animation frame
fixed planet rotation
fixed pixelgroup rotation
Merge branch 'master' into rotations
Changed how diagnostics reset, added diagnostics to Unit
Removed old code analysis system for determinism
Working on being able to immediately see which values diverge
Merge branch 'master' into diagnostics
Finished off basic divergence testing
Merge branch 'diagnostics'
Finished off basic divergence testing
stage debug unit hovering
can drag units around in debug mode
fuse stage boss & laser
fuse stage enemy
pxcs visually rotate
pxcrotation calculations
increased replay aiming angular precision
Merge branch 'master' into diagnostics
Removed old code analysis system for determinism
Working on being able to immediately see which values diverge
Can now use the fast forward / slomo UI buttons again
Player name auto-hides with the replay timeline
Added #if UNITY_EDITOR guards around Utils.DivergenceLog
Timeline now shows while playback speed is not 1
Fixed divergence caused by bullet pattern elapsed time not being reset properly
Merge branch 'master' of SpaceUsurperUnity
Replay progress bar only shows if the cursor is over the game window
Better replay diagnostic formatting so it works with diff tools
Now logs replay diagnostic data when a test divergence frame is specified
Added standalone guard around steamworks api usage
Moved hijack button
Added player name and recording date to replay playback
Progress bar now auto-hides if the player doesn't move the mouse for a while
Fixed leaderboard entry selection showing when not in focus
Working on optimising connection checking
Fixed case where victory UI wouldn't hide
Connection cache memory optimisation
Merge branch 'master' into connections
Space is always left for leaderboard scrolling arrows
fixed timer bug
repel effect proper size
attract effect
bullet freeze effect
redirect visual effects
player death effect
player damaged start visual effect
trying another fix for permanent invuln
tweaked visual effect when getting a powerup
pattern params patternNum & patternDegrees; tentacle orb attack
effect bullets use a different pool
tentacles attract attack and visual effect
tentacle 3rd form
Fixed case where victory UI wouldn't hide
Connection cache memory optimisation
Merge branch 'master' into connections
Working on optimising connection checking
Fixed pxc connections possibly being marked as invalidated unnecessarily
Misc optimisation
Bullet update optimisation
Added EffectParameter struct
Working on frame delta caching
Further Pxc_Animation optimisation
Fixed ShouldTestReplay
Working on frame delta caching
Pxc_Animation optimisation and some misc allocation reduction
Pxc_Connection optimisation
Added MaxCatchupFrames to GameManager
Can now load a replay file from command line, or a shared replay in-editor
Reduced main causes of allocation
Started adding some profiling
More profiling
Split `PixelGroup.CenterPos` into `RenderCenterPos` and `FixedCenterPos` to fix a divergence
Fixed not being able to click on leaderboard entries
Fix for broken leaderboard rows in some cases
Flipped off / on in toggle buttons
Removed redundant SaveProgressionData() call