7,950 Commits over 3,745 Days - 0.09cph!
Fixed Switch build error
Increase max cache age for stage scores if not selected
Main menu parallax fixes
WIP Switch LeaderboardService refactor
Updated .gitignore
Merge remote-tracking branch 'origin/master'
Fixed bullet systems referencing resources directly
WIP ECS loop rewrite
ECS loop refactor to support arbitrary loopStart loopEnd
Show ECS bullet keyframe number in gizmo text
Added support for chance / loopModulus in ECS bullets
Hide settings when playing replay from host PC
Mirrored bullet angles support for ECS bullets
Save / play replays from host PC on Switch
Added a way to compare DynamicEaseTo optimisations
Possible fix for legacy replay divergence
CoreLayer optimisation
DynamicEaseTo optimisation for Switch
Pxc_PixelGroup dynamic update staggering
Fully disable bullet systems with no bullets
Fixed some errors in PhysicsSystem OutOfBoundsJob
Bullet system profiling
Pxc_Texture can now use 4 bit exponent encoding
Support comments in perf stats category file
Temp fix for flashing pixels
Profiling for BulletSystemGroup
Fixed despawn animation regression in ECS bullets
Bullet jobs now check if bullets are despawning
Pxc_Texture size optimizations
Some possible Pxc_Texture performance fixes for Switch
Fixed per-update keyframe properties not being applied to later frames
Fixed condition for adding VelocityData / MoveToTargetData
Stop despawning bullets from moving
Working on fully supporting ECS bullet parenting / anchoring
ECS bullet render system profiling
Only clear depth when using dynamic scaled background
Fixed redux bake error
Damage floater colour alpha isn't ignored, scale can be overridden
Rename "DamageNumber" to "DamageFloater"
Fixed damage floater kerning
Fixed exception on non-ECS stages
New damage number sprites
Damage floater systems refactor, fixed ECB system usage
Example of spawning new damage floaters
ShapeInstanced shader tweaks to support non-square atlas grids
WIP new damage floaters
Finished new damage floater system
Fixed PixelGroup depth sorting
Bullet spawning profiling
Fixed ECS bullets lerping between per-update properties
Fixed some ECS bullets missing sprites
Fixed possible exception when disposing a BulletQuery
Button prompt icons in pause menu tweak for Switch
Working on changing how damage numbers are rendered
Fixed ECS rect bullets not using scale when detecting collision
Fixed possible crash in ECS OutOfBoundsJob
Fixed debug ignore collisions with ECS bullets
Fixed case where OnOutOfBounds callbacks would spam
Fixed ECS RemoveWhenOutOfBounds
Added ways to investigate why ECS bullets despawn
Fixed case where ECS bullets wouldn't ignore the right unit
Fixed legacy replays diverging
Fixed crash on trench stage on Switch
Only load hints after script cache is loaded
Fixed ECS OnLifetimeFinished callback not being called in some cases
Fixed ECS bullets spawned by a pattern not having the right velocity
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
Updated generated keyframe animated components
Finished off BulletQuery job system
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
Fixed ECS loop / idle logic
Fixed ECS bullet cantBeIgnored
Disabled bullet system generation for some unsupported bullets
Fixed cases where local timescale wasn't applied to ECS bullets
Fixed translation key regex
Fixed Switch build error
Confirm prompt scaling on Switch
Fixed ECS bullet target move mode
Fixed ECS bullet target facing direction mode
Fixed not setting BulletDamageSource when hitting an ECS bullet
TODO for diamond ShrinkToFront ECS support
Fixed stage loading animation jerkyness
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Fixed stage loading animation jerkyness
Fixed ECS bullet despawnAfterKeyframes handling
Fixed a few causes of ECS bullet warning being too bright
Propagate component references to parent scopes
Check for FlagAttribute when setting component data
Use an attrib to mark universal components
VelocityData now has a corresponding flag
Working on background dynamic scaling
Testing out rendering backgrounds at 1/2 width / height on Switch
Experimenting with resolution scaling for backgrounds on Switch
Fixed some blending issues in BackgroundLayer shader
Intro stage star flicker fixes
Use fixed4 for colour array in background shader
Only use 1 channel textures in background rendering
Fixed background rendering on Switch
Fixed case where modified scriptable objects aren't reserialized
Fixed some cases where stages would load the wrong assets
Print where LegacyBulletOnly is being violated
Fixed 0.1 resolution slider increment with controller
Make ECS bullet usage warning an error
Fixed reference to old damage status in intro slowSpokes pattern
Use a constant buffer for background layer properties
Fix reference to legacy default player
Glow correction for intro background
Background merging fixes
Updated noise01_256.png to a tiling one
Use Texture2DArray for sprite atlas
WIP merging background layers into one pass
Possible fix for non-existing entity in OnOutOfBounds ECS callback
Easy way to disable backgrounds for Switch performance testing
Fixed yet another cause of pixel chunks hanging around after a reset
Moved RemoveWhenOutOfBounds / ClampToBounds to an IJobChunk
ECS bullet onOutOfBounds callback support
Hotload: Simplified test initialization
Hotload: Added failing Dictionary comparer test
Hotload: Fixed comparer being lost from dicts / hash sets on hotload
Started work on OutOfBounds callback for ECS bullets
Fixed generating BulletSystem instance method calls
Hide hints when paused
Fixed some ECS codegen feature regressions
Fixed some CallMethod actions not generating for bullet systems
BulletPattern onEachBullet ECS support, stage alias fixes
ECS support for AffectBulletsInRadius
Fixed some ECS diamond bullets having the wrong cross distance
CodeGen formatting tweak