userJames Kingcancel
repoSpaceUsurperUnitycancel

3,468 Commits over 2,710 Days - 0.05cph!

7 Years Ago
Added a FixedCallMethod playmaker action
7 Years Ago
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
7 Years Ago
Added a restart button for when a replay has finished
7 Years Ago
Fixed the wrong time value being used in the replay UI
7 Years Ago
Fixed missed frames building up if replays are set to play back too fast
7 Years Ago
Added replay playback UI
7 Years Ago
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
7 Years Ago
Fixed divergence when resetting without the player dying
8 Years Ago
Leaderboard scores without a replay attached will get automatically replaced
8 Years Ago
Fixed UI when finished watching a replay
8 Years Ago
OCD Pause toggle should be safer for replays, fixed not being able to get out of a replay
8 Years Ago
Added Utils.DynamicEaseTo for quaternions
8 Years Ago
Fixed rendered position of objects flickering when the game is paused
8 Years Ago
Properly fixed Utils.DynamicEaseTo
8 Years Ago
Fixed Utils.DynamicEaseTo
8 Years Ago
Removed replay.spr Added *.spr to .gitignore
8 Years Ago
A warning is now emitted when a replay is from a different version of the game
8 Years Ago
Moved pixel flashing colour to dynamic updates
8 Years Ago
Player trail length is not framerate independent
8 Years Ago
Now using DynamicEaseTo for keyboard movement / aiming
8 Years Ago
Added Utils.DynamicEaseTo
8 Years Ago
Fixed some bullets pausing for a frame when other bullets get removed
8 Years Ago
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
8 Years Ago
Fixed game.unity after merge
8 Years Ago
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
8 Years Ago
Fixed runtime errors after merge
8 Years Ago
Fixed compilation errors after merge
8 Years Ago
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
8 Years Ago
Watching replays from the leaderboard works!
8 Years Ago
Can now detect if a leaderboard entry has a replay attached Fixed Utils.GetTimeString
8 Years Ago
Updated Facepunch.Steamworks Working on replay uploading on highscore submit
8 Years Ago
Started work on replay uploading
8 Years Ago
Fixed standalone builds
8 Years Ago
Fixed HubStage not being included in stage list
8 Years Ago
Added Stage.CanRecordReplay, HubStage doesn't record
8 Years Ago
Fixed FSM actions
8 Years Ago
Added default values for new GameManager fields
8 Years Ago
Fixed errors after merge
8 Years Ago
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
8 Years Ago
Replays are now ~0.05kb/s
8 Years Ago
Player input get reset at the end of replay playback
8 Years Ago
Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down
8 Years Ago
Fixed music not playing when restarting a replay
8 Years Ago
Fixed robot laser replay divergence
8 Years Ago
Another indeterminism fix
8 Years Ago
Fixed another cause of indeterminism
8 Years Ago
Found one cause of stage restart indeterminancy
8 Years Ago
Fixed explosive pixel indeterminism
8 Years Ago
Added music fade-in if playback starts midway through a song
8 Years Ago
Replay now records music playback location