8,201 Commits over 3,837 Days - 0.09cph!
Fixed possible exception when not providing a target for CallSubroutine
Now supporting relative paths for CoreLayer textures
Elevated some warnings to errors
Added support for `..` in resource paths
Added `target` property to CallSubroutine
Fixed StageID.UrlSafeName
Replay files not associated with an existing stage are now deleted on startup
Merge branch 'master' of SpaceUsurperUnity
Updated Facepunch.ExpressionStrings
Fixed ExpressionWriter.TypeToString() bugs with arrays and some generic types
DataPath now takes type args for the referenced data type, got rid of ResourceReferenceAttribute
Added DataPath.FindAllSearchDirectories()
Fixed FuncParams resources not being precached
Json cache is now cleared before running ScriptFuncCodeGen
Fixed incorrect explosion pattern path
Fixed incorrect attribute resource type for ExplosionPattern
Unit parts now use "spritePath" property for animated sprites
Implemented DataPath serialization
Fixed fetching StageMenuData for custom stages
StageData.GetAllResourcePaths() now looks for files named `stage.json`
Displayed stage name is now loaded from stage config (from "title" field)
Merge branch 'master' of SpaceUsurperUnity
Improved relative subpath shorthand logic
Fixed standalone build error
HotloadedData.Get() supports loading from resources again
Better implementation of HotloadedData.Get(), added comments
New way of finding all StageData paths
Added logging to show which paths were searched when failing to find a resource
Changed how code gen reacts to not finding a file
Merge branch 'master' of SpaceUsurperUnity
Added example multi-resource json file
Some more json resource examples
Now also searches from root of Resources directory for json files
Now using "DataPath" instead of string for resource paths
Added DataPathConverter
New DataPath system mostly working
OctopusStage is now fully working with the new DataPath system
Hotloaded data now loads from a JsonReader rather than a string
Fixed unit shield / target patterns not being ResourceReferences
Working on mutli-resource json files
New DataSource system for loading json
Can now use '.' prefix in data paths as a shorthand for resources in the same source file
Implemented loading multiple resources from one json file
DataSource caching
Implemented loading resources from text assets again
Added line info properties to HotloadedDataJsonReader
Fixed non-editor compilation error
Re-implemented live refreshing
Merge branch 'multijson'
Re-implemented live refreshing
Fixed non-editor compilation error
Added line info properties to HotloadedDataJsonReader
Working on mutli-resource json files
New DataSource system for loading json
Can now use '.' prefix in data paths as a shorthand for resources in the same source file
Implemented loading multiple resources from one json file
DataSource caching
Implemented loading resources from text assets again
Hotloaded data now loads from a JsonReader rather than a string
Fixed unit shield / target patterns not being ResourceReferences
Some more json resource examples
Now also searches from root of Resources directory for json files
Now using "DataPath" instead of string for resource paths
Added DataPathConverter
New DataPath system mostly working
OctopusStage is now fully working with the new DataPath system
Added example multi-resource json file
Fixed BulletRecipe.ToString()
Added assert to make sure dummy stages aren't pooled twice
Fixed dummy stages sometimes getting pooled twice
Added a ParameterPassthroughAttribute for CallMethod actions
AffectTouchingBullets() etc now preserves parameters from caller
Fixed another issue with SetValue actions
Now only emitting a warning when attempting to Prepare a SetValue with an overridden target
Fixed possible translation error spam
Working on main menu redesign
Stage select darkens when main menu is open
Merge branch 'master' of SpaceUsurperUnity
Subroutine example
Updated example subroutine
Started implementing FSM subroutines
Fixed script func discovery missing some private inherited members
Abstracted out some reusable parts of FsmCallMethodAction
FsmCallSubroutineAction parameter discovery
Working on FsmCallSubroutineAction.Execute()
Merge branch 'master' into subroutines
Merge branch 'master' into subroutines
Example subroutine is working
Updated Facepunch.ExpressionStrings
Implemented ScriptFunc params for CallSubroutine actions
Merge branch 'subroutines'
Updated Facepunch.ExpressionStrings
Implemented ScriptFunc params for CallSubroutine actions
Added IScriptFunc.Invoke()
Can now pan up / down with the mousewheel in the main menu
Merge branch 'master' into subroutines
Example subroutine is working
Can now pan up / down with the mousewheel in the main menu
blink aiming effect
can blink past lasers
blink effect shows number of charges
brakeCannon -> cannon
can drop turrets now
fix intro form 2 shieldgen
shieldgen texture
reworked slowmo powerup
ffd powerup
bullets can move with player without jittering
player gun change color with damage powerups
fix fade in on intro
Merge branch 'master' into subroutines
Fixed script func discovery missing some private inherited members
Abstracted out some reusable parts of FsmCallMethodAction
FsmCallSubroutineAction parameter discovery
Working on FsmCallSubroutineAction.Execute()
Subroutine example
Updated example subroutine
Started implementing FSM subroutines
Implemented PluginData.Get(ulong workshopId)
Removed old PluginUIController
Updated Facepunch.Steamworks
Can now play subscribed workshop stages
Added Workshop.Editor.OnChangesSubmitted event
Added Workshop.GetSubscribedItemIds()
Added Label options item, OptionFlags enum
Added UI to delete plugins
Basic workshop upload UI
Fixed being able to navigate back while option items are taking focus
Working on workshop support
Plugin creation UI / working on plugin management
Merge branch 'master' into workshop
No longer emits warning when loading uncached stuff in custom stages
Fixed ConfirumUIController width
Fixed planet menu position inconsistencies
Plugin creation UI / working on plugin management
Working on workshop support
Fixed possible error in standalone builds
Added method to precache SFX
Added warning when loading json assets during gameplay
Working on fixing up ScriptFunc pre-compiling
Safeguarded against updating generated funcs while caching is enabled
Merge branch 'master' into precaching
Fixed possible exceptions when generating script funcs for missing FSMs
Added attributes for automatic script func discovery
Removed old music manager
Implemented new way of discovering ScriptFuncs
Added PlayerGunData ScriptFunc discovery
PatternRecipe ScriptFunc discovery
Removed old MusicManager from scene
Resource references can now be enumerables and fields
BulletRecipe ScriptFunc discovery
Updated Facepunch.ExpressionStrings
Working on fixing ScriptFunc cache key conflicts
Fixed codegen sometimes failing
Got rid of redundant cached script funcs
Merge branch 'master' into precaching
Updated Facepunch.ExpressionStrings
Fixed CallMethod action targets not being discoverd by codegen
Added progress bar to code gen
Original return type of cached script funcs is now preseved
Fixed CallMethod action invocation with cached ScriptFuncs
Updated Facepunch.ExpressionStrings
Fixed Unit FSM script func discovery
Can now discover resource references from FsmCallMethodAction parameters
Gradually discovering more ScriptFuncs
FsmSetValueAction script func discovery
tweaked array style
Fixed explosion effect not being discovered by code gen
Merge branch 'precaching' of SpaceUsurperUnity into precaching
Cached script funcs now generated in separate files for each stage
Now generating methods to precache all resources used by a stage
FuncParams precaching, repel effect discovery
Extra player gun / poweup / pattern script discovery
RemoteControlNearbyUnits bulletPath discovery
Added editor script to purge empty directories
Fixed possible exception when running without steam initialized
Merge branch 'master' into precaching
Now only emits a warning if an uncached ScriptFunc is encountered
Moved some ChargePattern calls to use the new parameters
Better warnings about invalid CallMethods / SetValues
Can now override FuncParams for fields when doing ScriptFunc discovery
Moved HowieTest stage
Fixes for ScriptFunc discovery
Working on a way for ScriptFunc discovery to know when an action set's target is different to the containing object
CodeGen errors now only show up in the editor
Merge branch 'master' into precaching
Added BakeStageScripts build step
Fixed method name ambiguity
Ignoring generated scripts (1/2)
Ignoring generated scripts (2/2)
Started on codegen refactor
Finished code gen property export system
Fixed regression after codegen refactor
Started on codegen refactor
Finished code gen property export system