7,945 Commits over 3,745 Days - 0.09cph!
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
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
World list positioning fix
Fixed pointer enter / exit on UI controls
Fixed slider handles becoming invisible when hovered
Fixed possible error while clearing RowLists
Removed logging / profiling
Fixed names of workshop worlds
Attempting to fix getting item info from the workshop
Fixed case where entities weren't marked as invalid when destroyed
Fixed case where plugin buttons could be duplicated
Improved world menu responsiveness
Fixed dragging scroll bars
Better timing logging for arrays of reference types
Added test case of large object reference networks
Better HasStructChanged logging, added HashSet<>.Slot as a safe generic struct
Special case for dictionaries of primitive types / strings
Added warning in case of an exception in HasStructChangedUncached
Timing data now shows which structs are deep copied
Added test case reproducing a case where a struct is wrongly deep copied
Made struct tests stricter
Fixed FieldTest5 finally :star:
Test for structs defined in a non-hotloaded assembly
Fixed arrays of structs defined in non-hotloaded assemblies always being deep copied
Early out for some struct array types
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
Added generic struct array test cases
Fix for known generic struct cases
Less robust safety check in HasStructChangedUncached
More robust safety check in HasStructChangedUncached
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
Started work on performance improvements for large struct arrays
Added verification that struct values are correct to performance test
Struct arrays are now block copied if the struct type is unchanged
Started work on performance improvements for large struct arrays