3,468 Commits over 2,710 Days - 0.05cph!
Added a FixedCallMethod playmaker action
unit Next gun shoot ordering
get next existing gun
added way to repeat playmaker CallMethod
wheel spoke pattern test
bullet pattern mirror modes
pattern mirror modes more flexible
tweaked circle bullet push effect, etc
tweaked diamond bullet pushing, keyboard movement lerping
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Added a restart button for when a replay has finished
Fixed the wrong time value being used in the replay UI
Fixed missed frames building up if replays are set to play back too fast
settings button
Fixed some bullets pausing for a frame when other bullets get removed
Added Utils.DynamicEaseTo
Now using DynamicEaseTo for keyboard movement / aiming
Player trail length is not framerate independent
Moved pixel flashing colour to dynamic updates
A warning is now emitted when a replay is from a different version of the game
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
update unity version
fixed dynamic easing of danger slowdown
reference frame rate of 60
Removed replay.spr
Added *.spr to .gitignore
Fixed Utils.DynamicEaseTo
Properly fixed Utils.DynamicEaseTo
can set pixelgroup prereqs to destroy
fixed bullet angle lerping
Fixed rendered position of objects flickering when the game is paused
Added Utils.DynamicEaseTo for quaternions
bullets lerp rotation properly, diamonds check collision based on angle
bullet angle renderangle
fixed bullet facing direction for non-angled bullets
OCD
Pause toggle should be safer for replays, fixed not being able to get out of a replay
Fixed UI when finished watching a replay
Leaderboard scores without a replay attached will get automatically replaced
first form of replay shows pxc background
merge
following bullets rotate, tweaked player movement a bit
reset bullet color timer properly
background grid shader
loading ui
standardized mouse aiming input a bit
increased mouse aim speed
removed some old pxcs
wheel unit
form spawn anim, pxc anims use names without path
reworked pxc animation timing
wheel form 0
wheel form 2
new unit shoot method
fixed playmaker actions triggering twice
Fixed divergence when resetting without the player dying
Updated jenkinsfile
Replay playback speed proof of concept
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Merge branch 'master' into replays
Fixed divergence when resetting without the player dying
Leaderboard scores without a replay attached will get automatically replaced
Fixed UI when finished watching a replay
OCD
Pause toggle should be safer for replays, fixed not being able to get out of a replay
Added Utils.DynamicEaseTo for quaternions
Fixed rendered position of objects flickering when the game is paused
Properly fixed Utils.DynamicEaseTo
Fixed Utils.DynamicEaseTo
Removed replay.spr
Added *.spr to .gitignore
A warning is now emitted when a replay is from a different version of the game
Moved pixel flashing colour to dynamic updates
Player trail length is not framerate independent
Now using DynamicEaseTo for keyboard movement / aiming
Added Utils.DynamicEaseTo
Fixed some bullets pausing for a frame when other bullets get removed
Moved gamplay updates to a fixed timestep
Fixed some button presses not being detected
Split updates into FixedUpdate and DynamicUpdate, moved most rendering stuff to DynamicUpdate
Fixed an NRE
Fix for some variance in dynamic update rates
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
Started work on replay recording
Possible fix for TargetException
Fixed a typo in a file name
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
Basic replays sort of working, not deterministic yet
Fixed some non-determinism
Some extra logging
Replays seem to be fully deterministic in the Test stage
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/Player/Components/Player_Collision.cs
# Assets/Scripts/Player/Components/Player_Input.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
# Assets/Scripts/Stages/StageComponents/Stage_DebugLines.cs
# Assets/Scripts/Stages/StageComponents/Stage_Player.cs
# Assets/Scripts/Units/Test/TestUnit.cs
New replay format to make adding diagnostic data easier, smaller size
Fixed non-determinism when using a controller
Renamed random instances to match UpdateFixed vs UpdateDynamic
Added deterministic Wait and RandomWait FSM state actions
Added delta time replay diagnostic
Fixed one source of the time dilation divergence
Tentacle stage now sets its StageID
New StageID system
Demo stops recording when you beat a level
Fix for NRE on robot level
Started work on a code analysis tool to find nondeterminism leaks
Omitted from last commit
Code analysis can now find all methods marked with AssertFixed / AssertDynamic
More static analysis
Basic non-determinism leak analysis working
Playmaker non-determinism seems fixed!
Re-enabled danger time scale
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/Player/Components/Player_Body.cs
# Assets/Scripts/Player/Components/Player_Boosting.cs
# Assets/Scripts/Player/Components/Player_Braking.cs
# Assets/Scripts/Player/Components/Player_Camera.cs
# Assets/Scripts/Player/Components/Player_Hitbox.cs
# Assets/Scripts/Player/Components/Player_Input.cs
# Assets/Scripts/Player/Components/Player_Trail.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Units/Robot/Robot.cs
Fixed another cause of nondeterminism
New replay format, reduced file size to <1kb/s when omitting diagnostic data
Fixed kb/s printout
Added FixedSendRandomEvent FSM action
Fixed Rand.Fixed debug printing when TestDivergeFrame is -1
Another cause of indeterminism
Added an editor menu item to automatically substitute non-deterministic FSM actions for deterministic ones
Added StageNameAttribute, ability to override stage names for leaderboards
Added rotation controller interpolation
Replay now records music playback location
Added music fade-in if playback starts midway through a song
Fixed explosive pixel indeterminism
Found one cause of stage restart indeterminancy
Fixed another cause of indeterminism
Another indeterminism fix
Fixed robot laser replay divergence
Fixed music not playing when restarting a replay
Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down
Player input get reset at the end of replay playback
Replays are now ~0.05kb/s
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Resources/Units/Octopus.prefab
# Assets/Resources/Units/OctopusTurret.prefab
# Assets/Resources/Units/TentacleMonster.prefab
# Assets/Scenes/game.unity
# Assets/Scripts/Chunks/PixelGroupChunk.cs
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/ImportManager.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Body.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Components/Player_Powerups.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage/TentacleStage.cs
# Assets/Scripts/Stages/Levels/YellowStage/YellowStage.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Portal/Gate.cs
# Assets/Scripts/Units/Portal/Portal.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/Tentacle.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
# Assets/Scripts/Units/UnitComponents/Unit_Pxc.cs
# Assets/Scripts/Units/YellowGuy/YellowGuy.cs
Fixed errors after merge
Added default values for new GameManager fields
Fixed FSM actions
Added Stage.CanRecordReplay, HubStage doesn't record
Fixed HubStage not being included in stage list
Fixed standalone builds
Started work on replay uploading
Updated Facepunch.Steamworks
Working on replay uploading on highscore submit
Can now detect if a leaderboard entry has a replay attached
Fixed Utils.GetTimeString
Watching replays from the leaderboard works!
Moved leaderboard UI to a prefab to make merging easier
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/UI/LeaderboardUIController.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Collision.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/PixelGroup.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Arena.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Stages/StageComponents/Stage_SpriteAnimations.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/Test/TestUnit.cs
Fixed compilation errors after merge
Fixed runtime errors after merge
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Plugins/Mono.Cecil.meta
# Assets/Resources/SpriteRecipes/level.meta
# Assets/Resources/Stages.meta
# Assets/Scenes/game.unity
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/LevelSelectUI.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Units.cs
# Assets/Scripts/Units/Unit.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
Fixed game.unity after merge
Added dynamic input updating
Fixed game.unity after merge
menu stage without player
cursor on menu, cant deselect all buttons
hide menu in gamestage
menu sprite
level button data
tentacle silhouette sprite
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Plugins/Mono.Cecil.meta
# Assets/Resources/SpriteRecipes/level.meta
# Assets/Resources/Stages.meta
# Assets/Scenes/game.unity
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/LevelSelectUI.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Units.cs
# Assets/Scripts/Units/Unit.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
Fixed runtime errors after merge
Fixed compilation errors after merge
misc
level list ui
menu tweaks
refactored the way stage components are gotten
Moved leaderboard UI to a prefab to make merging easier
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/UI/LeaderboardUIController.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Collision.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/PixelGroup.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Arena.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Stages/StageComponents/Stage_SpriteAnimations.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/Test/TestUnit.cs
Watching replays from the leaderboard works!
Can now detect if a leaderboard entry has a replay attached
Fixed Utils.GetTimeString
Updated Facepunch.Steamworks
Working on replay uploading on highscore submit
Started work on replay uploading
Fixed HubStage not being included in stage list
Added Stage.CanRecordReplay, HubStage doesn't record
Added default values for new GameManager fields
tweaked pixel debris
removed powerup class, added bubble shield, etc
refactoring patterns, octopus done
tentacle partially converted to forms
working on respawning with child pxcs
fixed some issues with respawning while having child pxcs
fixed respawn core bug
tweaked pxc collision danger slowdown amount
form core handled like other parts
reworking spritecontroller animation
spritecontroller default anim
animated sprite controller
load spritesheet anims from json
rehooked up octopus
rehooked up tentacle, bullets can avoid player instead of homing
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Resources/Units/Octopus.prefab
# Assets/Resources/Units/OctopusTurret.prefab
# Assets/Resources/Units/TentacleMonster.prefab
# Assets/Scenes/game.unity
# Assets/Scripts/Chunks/PixelGroupChunk.cs
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/ImportManager.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Body.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Components/Player_Powerups.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage/TentacleStage.cs
# Assets/Scripts/Stages/Levels/YellowStage/YellowStage.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Portal/Gate.cs
# Assets/Scripts/Units/Portal/Portal.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/Tentacle.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
# Assets/Scripts/Units/UnitComponents/Unit_Pxc.cs
# Assets/Scripts/Units/YellowGuy/YellowGuy.cs
Replays are now ~0.05kb/s
Player input get reset at the end of replay playback
Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down
Fixed music not playing when restarting a replay
Fixed robot laser replay divergence
Another indeterminism fix
Fixed another cause of indeterminism
Found one cause of stage restart indeterminancy
Fixed explosive pixel indeterminism
Added music fade-in if playback starts midway through a song
Replay now records music playback location