7,950 Commits over 3,745 Days - 0.09cph!
Hotload: Added failing test for 2D arrays
Hotload: basic multi-dimensional array support
Hotload: failing multi-dim struct array case
Hotload: don't attempt to block copy multi-dimensional arrays
Better ECS bullet gizmos
Fixed ECS bullets not ignoring collisions with units correctly
Fixed case where ECS bullets accelerated in the wrong direction
Fixed velocity-based circle skew in ECS bullets
Fixed NRE in shop phase on ballpit when using ECS bullets
Fixed rect ECS bullets being invisible if they don't specify widthMods
Make sure RandomChunkData gets re-initialized after stage reset
Added ECS bullet gizmo drawing in editor
Fixed ECS bullet divergence when resolving multiple unit collisions
Normalize line endings in codegen tests
Possible fix for unit test fail on build server !redux_all
Fixed weird indentation with nested CodeWriters
Fixed NRE in TouchingEcsBulletsEnumerable
Enable ECS bullets on extra stages
Added CameraZoomFactor option
Don't show campaign leaderboards for single-stage campaigns
Can now click on campaign nav buttons on Switch
Fixed ECS bullet callback when player has IgnoreBulletDamage !redux_all
Player / StatusEffect OnHitPlayer ECS callback generation
Now using per-chunk RNG for ECS bullets
Error if a generated IJobChunk uses too many components in a query
Fixed ECS bullet acceleration direction when using absolute angles
Fixed ECS repel
Fixed condition for mech.noHits flag
Mark generated chunk jobs as invalid if they use a reference type
Fixed component parameter names for bullet alias methods
Handle plurals before translations
Fixed anyCoopVictory condition
Trap bgBullet shouldn't be dynamic
Added Statistic unlock conditions
Fixed exception when generating ECS bullets that use DynamicBuffer<T>
Fixed typo in TouchingEcsBulletsEnumerable
All ECS bullets should have a DespawnTimeData
Fixed component / entity array cleanup in TouchingEcsBulletsEnumerable
Implemented SetDespawnStyle for ECS bullets
Fixed fetching chunk data components
Fixed some more bad var names in ECS bullet code gen
Fixed weirdly expanding stage cards in campaign menu
Don't show powerup HUD in co-op if none are held
Fixed fuse stage player view size on switch when docked
Fixed bullet system generation using the wrong var names
Fixed error when viewing a workshop campaign
Fixed campaign menu initialization getting interrupted
Fixed cases where UI elements were missing if no scores were loaded
Fixed LocalizedString.AsNullable
Fixed case where campaign leaderboards wouldn't load on PC
Fixed another case where unit collision check gave a false positive
WIP ECS affect bullets
AffectBullet ECS codegen: fixed some missing aliases / ECS methods
AffectBullet ECS codegen: almost there, missing some component fetches
AffectBullet ECS codegen: need to write back components, color3 convert
AffectBullet ECS codegen: fixed conversions
Refactored how ECS component fetches are generated
Call SetComponentData for written components
Working on GetTouchingEcsBullets enumerable
TouchingEcsBulletsEnumerable first pass
Some more missing ECS bullet aliases
Working through some final missing methods for ECS bullets
Fixed some parameters not using their aliases
More aliases for ECS bullets, added Flag attrib for optional components
Disable ECS codegen while baking legacy stages
Merge branch 'master' into ecs-affect-bullets
PxcCollideable / PlayerCollideable aliases
Added IgnorePlayerCollisionForKeyframe alias
Fixed unit pixel overlap check when picking up powerups
Disable ECS codegen while baking legacy stages
Fixed some parameters not using their aliases
More aliases for ECS bullets, added Flag attrib for optional components
Some more missing ECS bullet aliases
Working through some final missing methods for ECS bullets
TouchingEcsBulletsEnumerable first pass
Refactored how ECS component fetches are generated
Call SetComponentData for written components
Working on GetTouchingEcsBullets enumerable
AffectBullet ECS codegen: fixed conversions
AffectBullet ECS codegen: fixed some missing aliases / ECS methods
AffectBullet ECS codegen: almost there, missing some component fetches
AffectBullet ECS codegen: need to write back components, color3 convert
Fixed case where attempting after a replay would insta-complete a stage
Fixed case where DataPaths would be relative to the wrong file
Always run test replays in alphabetical order
Fixed build not aborting if a test replay fails to load
Fixed possible NRE in InputInit() when watching co-op replay
Fixed exception when calling methods with a non-existent status effect
Fixed "dir" func for charged pattern using the wrong target player
Skip attempting ECS codegen on bullets with shouldOverrideStatusEffect
Fixed possible exception when saving test replays
Fixed another issue with credits stage progress !redux_all
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AffectTouchingBullets rewrite, supports foreach codegen
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Fixed possible NRE on bullet pattern remove
DespawnBullets(BulletData) ECS support
DoesBulletExist(BulletData) ECS support
DespawnBulletsContaining(string) ECS support
GetBulletCount(BulletData) ECS support
Fixed enum script funcs that were translated to Enum.TryParse
Find: `\?\s*'([A-Z][A-Za-z0-9_]+)'\s*:\s*'([A-Z][A-Za-z0-9_]+)'`
Replace: `? $1 : $2`
Files: `Assets/Bundled/redux,Assets/Bundled/extra`
Updated Facepunch.ExpressionStrings
Temporary fix for foreach method call substitution in ECS callbacks
Fixed a casualty of a recent find / replace
Preparing for AffectBullets !ecs support !redux
Smarter enum argument parsing
Fixed !ecs build error !redux
Implemented bullet pattern color override for ECS bullets
Fixed typo in AnimateSpriteSystem color job
Fixed ECS bullet acceleration
Fixed velocity based circle skew in ECS bullets
Updated Jenkinsfile !redux_all !ecs