7,950 Commits over 3,745 Days - 0.09cph!
Text scaling for handheld / docked mode
Fixed campaign menu being broken on switch
Medals update lazily, hide medals / description in unselected campaigns
Don't fetch all highscores when the game starts
Nicer way to assign nexRankingCategoryIds
Assigning a unique nexRankingId for each stage / campaign
Fixed redux stages not showing up in switch builds
Temporarily don't load songs in main menu in switch builds
Fixed generated foreach loops declaring loop variable in wrong scope
Updated Facepunch.ExpressionStrings
All player aliases now automatically supported by ECS
All physics keyframe-animated properties now using new system
Added spriteForwardOffset ECS support
Sort ECS unsupported errors by weight
Some more prep for generating ECS bullet callbacks
Some CodeWriter refactoring
Started working on ECS callbacks for stuff like OnPixelHit
Cleaned up how method replacements are found in ECS codegen
BulletSystemMethodCall can now use static methods referencing components
Basic OnFixedUpdate support, only for burst-compilable stuff
Fixed keyframe property animations looping incorrectly
Fixed some bullets having invalid IJobChunk queries
Fixed ECS bullet moveMode check
Working on generating despawn keyframes
Fixed some keyframe animated property edge cases
BulletPatternData is no longer an ISharedComponentData
Tell bullet patterns when all child entities have been removed
Much nicer keyframe property handling
Added generic type definition support to TypeToString
Working on new way to handle BulletSystem method replacements
Disable ECS on on-off effect bullets
Fixed missing reference to BulletStats
Updated Facepunch.ExpressionStrings
Disable WIP bullet system method redesign
Second attempt at generating components etc from KeyframeProperties
Hotload: Reflection instance tests
Hotload: Added failing WeakReference tests
Hotload: Working on a nicer system for organising instance upgraders
Hotload: Factored out reflection and delegate type upgraders
Hotload: Added WeakReferenceUpgrader
Hotload: Parameter cleanup
Hotload: Test cases for closures losing captures of various kinds
Hotload: Fixed possible exception in DelegateUpgrader
Hotload: Made it more obvious when to pass a replacement type
Hotload: Added WeakReferenceUpgrader
Hotload: Some documentation, clearing UpdaterGroup caches
Hotload: Added a failing HashSet<T> test
Hotload: Actually use ChildUpgraderOrder
Hotload: Finishing off refactor
Hotload: Cleaning up
Hotload: IBorn and IKilled work again
Hotload: Fixed OnClearCache() not being called in UpgraderGroup children
Hotload: Fixed ArrayUpgrader calling the wrong method on elements
Merge remote-tracking branch 'origin/master'
Merge branch 'hotload-refactor'
Fixed error when baking all stages
Warn when trying to use an ECS-enabled bullet type in unsupported places
Set disableBulletSystemGeneration to true for powerup bullets
Made getting aliases from structs more generic and cached
Fixed adding ChunkData types to a bullet system
Target player auto-updating support
Redirecting support
Discover aliases in parameters passed to overridden methods
Added ECS / legacy bullet count to HUD
Big ECS pixel collision refactor
Fixed native resource deallocation in UpdatePatternsSystem
ECS updateFloatVar support
Updated Facepunch.ExpressionStrings
Automatically add extension properties for bullet aliases in ECS codegen
Better ECS codegen errors for unsupported method calls
A bunch of velocity methods, SetDespawnTime ECS support
Fixed NRE in Stage_Song.DisposeAudioClips(song)
Don't play music during replay validation
Can now find definitions of bullet aliases based on attributes
Fixed NRE in Stage_BulletPatterns
Per-update opacity, some more player aliases
Updated Facepunch.ExpressionStrings
Automatic chunk component codegen support
Added BulletPatternChunkData with alias
Added menu item to clear generated bullet systems
Automatically pass stage aliases to generated jobs, added more aliases
Added a bunch more aliases to bullet system codegen
Fixed some dodgy parameters for bullet system method codegen
Fixed some shapes properties not doing per-update dynamic stuff
Updated loading copyright string
Diamond length and cross distance, acceleration per-update support
Got rid of some duplicated using comments in baked code
Example vibrateOnTouch keyframe properties
Working on letting bakes have shared resources
Updated Jenkinsfile
Merge branch 'master' into bake-refactor
Merge branch 'master' into bake-refactor
Updated Jenkinsfile
Fixed case where codegen would try to redeclare a variable
Fixed baking single stages
Automatically group shared generated methods into files
Cleaned up including other generated files, output seems good now
Merge branch 'bake-refactor'
stop all looping sfx on reset
slow time a bit while braking on easy
some easy xulgon balance
removed curse state from easy tutorial
no curses in easy mode
Merge branch 'master' of SpaceUsurperUnity
hid switchPowerupOnPickup option
Merge branch 'master' of SpaceUsurperUnity
fix respawnPod message after tutorial
Fixed not being able to bake legacy stages
Merge branch 'master' into bake-refactor
Fixed not being able to bake legacy stages
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Fixed floating text sort order
Added depth parameter to Bullet.AddText
Fixed keyboard WASD prompt
Jenkins should do default builds instead of redux
Added BulletText depth level
Use VibrateOnTouch for onion laser bullets
Fixed ECS rect bullet vs player collision
Added some more Unity structs to scriptfunc whitelist
ECS support for intVar / floatVar / vectorVar
ECS bulletPosA / bulletPosB support
Added a bunch of stage / player aliases for ECS codegen
ECS bullet onStart support
ECS bullet playerDamageDir support
Merge branch 'master' into bake-refactor
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Use VibrateOnTouch for onion laser bullets
Fixed ECS rect bullet vs player collision
Added some more Unity structs to scriptfunc whitelist
ECS support for intVar / floatVar / vectorVar
ECS bulletPosA / bulletPosB support
Added a bunch of stage / player aliases for ECS codegen
ECS bullet onStart support
ECS bullet playerDamageDir support
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Fixed floating text sort order
Added depth parameter to Bullet.AddText
Fixed keyboard WASD prompt
Jenkins should do default builds instead of redux
Added BulletText depth level
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Working on letting bakes have shared resources
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Updated Jenkinsfile
Added CampaignData.HideInEditor !skip-bake !skip-replay-tests
Fixed "A" !skip-bake !skip-replay-tests
Updated Jenkinsfile !skip-bake !skip-replay-tests
Throw if assets needed for old workshop plugins have been deleted
Updated Jenkinsfile !skip-bake !skip-replay-tests
Fixed some missing ECS aliases
min/max graze angle, per-update auto rotation speed, alias refactor
Ignore status effect bullets in ECS codegen
Rect ShapeType support in ECS codegen
Added BulletSpawnParameters.ForceLegacyBullet
Fixed bad codegen when attempting to use param passthrough
Some more ECS aliases, cleaned up referencing components a bit
Some per-update components, move mode support
Fixed some ECS collision bugs
Some BulletSystem codegen tweaks
Added VibrateOnTouch feature
To avoid some onUpate usages
Merged PlayerCollisionSystem jobs, VibrateOnTouch support
Fixed NRE in AnimatedSpriteController
Delayed when AnimatedSpriteController creates a renderer
Fixed error on non-redux stages
Hide comments when showing leaderboards in pause menu
Added BulletSystemMethodCall MethodCallGenerator
Added child bullet support / ECS bullet anchors for patterns
A bunch of ECS fixes
Per-update target rotation, velocity mode support
Fixed progress bar when generating bullet systems
Removing when out of bounds / clamping to bounds support
Made sure DynamicEaseTo is burst compilable
Facing modes, sizeMultiplier support
Fixed bullet system codegen regression
OnKeyframe, isPositive support
Circle skew property support
Fixed another issue with BulletsInRadiusEnumerable