userJames Kingcancel

7,950 Commits over 3,745 Days - 0.09cph!

4 Years Ago
Simplified CallMethod generated code a bit Fixed BulletsInRadiusEnumerable
4 Years Ago
Added EnumerableForEachMethodCallGenerator
4 Years Ago
Fixed some invalid codegen
4 Years Ago
Can now specify aliases for parameters when converting to C#
4 Years Ago
Player bullets now fully supported by ECS code gen
4 Years Ago
Basic MethodCallGenerator framework Support for calling subroutines from BulletSystems
4 Years Ago
Now using IJobChunk for keyframe updates
4 Years Ago
More unit collision ECS code gen
4 Years Ago
Moved lifetime job to its own system, trying out IJobChunk More system refactoring
4 Years Ago
Big BulletSystem codegen refactor
4 Years Ago
Hotload root tracing Merge remote-tracking branch 'origin/master'
4 Years Ago
Another failing delegate hotload test case Fixed possible NRE in FindMatchingLambdaMethod Split hotloading tests up Even safer cache check for delegate substitutions Replace delegates with null if we can't find a valid substitution Fixed possible incorrect delegate target substitution Another hotload delegate test Merge branch 'hotload-fix' Merge branch 'master' of github.com:Facepunch/sbox
4 Years Ago
Split hotloading tests up Even safer cache check for delegate substitutions Replace delegates with null if we can't find a valid substitution
4 Years Ago
Another failing delegate hotload test case Fixed possible NRE in FindMatchingLambdaMethod
4 Years Ago
More robust solution for cached lambda types in hotload
4 Years Ago
Fixed captured lambda values sometimes not being copied in hotload
4 Years Ago
Updated Jenkinsfile
4 Years Ago
Updated Jenkinsfile with ECS cleanup test
4 Years Ago
Updated .gitignore ECS codegen support for more collision related bullet properties OnLifetimeFinished ECS codegen support Fixed referencing player in generated BulletSystem callbacks ECS bullet sprite changing support Bulk of ECS bullet vs unit pixel collisions done
4 Years Ago
BulletSystem moveAngle support Fixed generated BulletSystem fading out
4 Years Ago
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4 Years Ago
Generated BulletSystems now put in a separate assembly Updated Jenkinsfile
4 Years Ago
Merge branch 'master' into switch-performance Added DefaultProperty attribute, to avoid ParameterPassthrough usage Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60 Fixed redux bake error Added offline mode for Switch Save replay performance to host even on diverge Save replay file to host on switch Revert "Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60" This reverts commit 95aec4ac6181727d3e26da4be6b3299d20b95c8b. Save test replay to host when starting to watch Fixed case where cached ActionList methods weren't found Mockup of components / system for an ECS-based bullet Basic rendering of ECS-based bullets Fixed despawning of example ECS-based bullet Example ECS bullet jobs are now burst compiled First pass at rendering ECS bullets with DrawMeshInstanced More efficient ECS bullet rendering using DrawMeshInstancedIndirect Rewrite ECS bullet demo, simplifying how keyframes work New ECS bullets are now depth sorted correctly relative to old stuff Cleanup all manually created systems on stage exit Some cleanup before working on ECS codegen Rewrite example bullet system to get rid of boilerplate Discover and store BulletSystem references while baking Create BulletSystems from ScriptingCache on stage init ECS bullets can now be spawned like normal bullets from json Fixed ECS bullet blinking Grid2 bullet visuals now using ECS Fixed typo in ShapeInstanced shader Made sure ECS bullet systems are created in a deterministic order BulletSystem refactor, working on PlayerCollisionSystem Main structure of PlayerCollisionSystem done Fixed ECS bullet collision info not taking scale into account Fixed issue with PlayerCollisionSystem dependency management Collision for diamond ECS bullets seems to work Changed how bullets are tied to systems, added BulletSystem.OnHitPlayer Refactored spawn and update for ECS bullets Working on onion/pattern/turn as an ECS bullet ECS bullets can now be moved / rotated by BulletPatterns ECS bullets can now despawn when their parent pattern finishes Refactored ECS bullet collisions, added circle collisions ECS bullet graze and push force ECS bullet physics, including repelling Split up bullet components into separate files Refactor ECS RepelBullets ECS bullets have individual time scales AddTimeScale for ECS bullets ECS bullet flash color Fixed error on player death from ECS bullet hit Fixed ECS bullet flash on player hit Reduced some repetition in bullet system definitions ECS bullets now keep track of their own local time ECS bullets can now have lifetimes Bullet acceleration, implemented onion simplespokes.bullet Stage components now have explicitly defined update orders Moved managed job from PlayerCollisionSystem to run at end of update Onion simpleSpokes.bullet2 system Fixed rotation in ShapeInstanced.shader when using property buffers Can now have ECS bullet properties that are updated every fixed update Frame diamondShot4.bullet ECS implementation Frame diamondShot2.bullet ECS implementation Fixed Switch build error Fixed ECS bullets having 0 mass by default Fixed possible exception when validating replays Fixed legacy bullet properties not being set RenderSpriteSystem / AnimateSpriteSystem updates now managed by unity Using ComponentSystemGroups for ECS bullet systems Refactored PlayerCollisionSystem to deal with per-update shape changes Fixed bug with ECS diamond-player collision detection Components for PlayerCollisionSystem refactor Working on ECS border warning Fixed standalone build error Made sure BorderWarningSystem can be auto-created BorderWarningSystem seems to work Smarter job scheduling for ECS border warnings Cached BulletSystems are invalidated on stage change Started work on some ECS system codegen Basic BulletSystem code gen working BulletSystem code gen simple loop support Moved BulletSystem code gen to an editor assembly BulletSystem code gen now supports expressions with parameters BulletSystem codegen starting speed support BulletSystem codegen cleanup, error for per-update properties Simplified BulletSystem generation to not need bake result Some nice progress bars for generating BulletSystems Nicer temp variable identifier generation Fixed ECS codegen for structs like Vector2 Added ECS code gen errors for unsupported ActionLists Updated Facepunch.ExpressionStrings Working on per-update animated property codegen Updated Facepunch.ExpressionStrings Big BulletSystem codegen refactor, working for a bunch of bullets now Fixed exception in BorderWarningSystem after resetting stage BulletSystems can now use RNG BulletSystem lifetime can now be an expression BulletSystem despawn styles, circle skew BulletSystem useRawDeltaTime support BulletSystem noCollisionLeniency support Updated Facepunch.ExpressionStrings Some BulletSystem expression generation cleanup, player support Some nicer conversion between Color and float4 in generated code Automatically detect generated BulletSystem classes Updated Facepunch.ExpressionStrings Don't error when failing to find generated BulletSystems Only update BulletSystems that have spawned bullets Only use BulletSystems on stages that enable it Now don't need to generate a list of supported BulletSystems on bake Enabled BulletSystem generation for all redux stages Updated Facepunch.ExpressionStrings Added way to find out which unsupported fields are most common Removed manually written BulletSystems Added BulletSystem support for per-update circle radius Support for volleyNum and patternNum in BulletSystem codegen Started work on generating BulletSystem event handlers Finished off BulletSystem callback codegen, added OnHitPlayer support Refactored BulletSystem shape handling, added ShapeUpdateSystem Refactored BulletSystem.OnSpawnBullet BulletSystem border warning color / glow / minOpacity codegen Fixed typo in ShapeUpdateSystem Keyframe / per-update animated properties now set complement to 1f Fixed keyframe animated properties in generated BulletSystems Merge branch 'master' into switch-performance Fixed SetValue codegen when using arrays Fixed FloatingText sort order Fixed an ECS warning Fixed typo in ShapeInstanced.shader
4 Years Ago
Fixed FloatingText sort order Fixed an ECS warning
4 Years Ago
chippy logo crawler more credits crawlers some scores crawlers rest of the score crawlers credits stuff chippy crawler more credits crawlers and powerups Fixed case where cached ActionList methods weren't found Fixed redux bake error refactor base crawler credits text colors Merge branch 'master' of SpaceUsurperUnity credits enemy credits stuff credits array credits hazard, etc crawler attacks enemy stun attack zap dontDropShields credits enemy attack sfx tweak credits crawlers edited rest of the crawlers credits powerups attempt to fix speech bubble size more credits powerups more editing credits units hazard attacks finished hazard attacks credits stage balance tweaks zapped pattern enemy powerup pattern tweaked zap pattern credits enemy attacks credits bg color ball pit intro tips skip wont spawn on player round text buy label potential fix for ballpit round issue fix tweak fix fade giving player gun fixed kiosk prices, kiosk rarity changed some powerup rarity adjusted tooltips bump sfx more sfx reworked free shields shield balancing green and blue balls cant boost/blink during buy phase tweaked tip text potential buy phase fix ball sprite tweaks more bullet color stuff ball color playtest fixes and sfx wall powerup airstrike sfx, etc airstrike/remote bumper start on enemy side powerup balancing duplicate powerup snipe powerup playtest changes, potential snipe angle fix rename snipe to richochet hell powerup upgrade powerup powerup lvl floater shows MAX upgrade icon build fix, edgerunner powerup edgerunner wall indicator edgerunner reward changed kiosk item numbers rearranged kiosk positions made shield rare railgun powerup added slowmo refactored state progession money spawn in buy round rename player variables vomit is purple persecute powerup build fix cleanup remove shouldEnterBuyPhase gather effect createArrayFromRange, shuffleArray renaming more player vars shop randomness reroll wip reroll shop items remove reroll when all items bought teleport powerup tether powerup tether tweaks boosterPack powerup build fix dash mastery powerup shield generator powerup tenacity powerup luck affects boosterPack status callback onPlayerActivateStatus repeller powerup tether vine powerup rand.PointInRect ignorePlayerCollision can use PerUpdate fix reroll bug converge effect bullet reverted ignorePlayerCollision change, fixed reroll again hit_money powerup fix homing targeting fix turret ownership steal powerup confuse powerup snipe powerup powerup spawn warning ultimatum powerup buy round sfx some more giver patterns bg color/cloud progression Fixed keyframe animated properties in generated BulletSystems Merge branch 'master' into switch-performance Fixed SetValue codegen when using arrays
4 Years Ago
Refactored BulletSystem shape handling, added ShapeUpdateSystem Refactored BulletSystem.OnSpawnBullet BulletSystem border warning color / glow / minOpacity codegen Fixed typo in ShapeUpdateSystem Keyframe / per-update animated properties now set complement to 1f
4 Years Ago
Removed manually written BulletSystems Added BulletSystem support for per-update circle radius Support for volleyNum and patternNum in BulletSystem codegen Started work on generating BulletSystem event handlers Finished off BulletSystem callback codegen, added OnHitPlayer support
4 Years Ago
Enabled BulletSystem generation for all redux stages Updated Facepunch.ExpressionStrings Added way to find out which unsupported fields are most common
4 Years Ago
Fixed generating conversion of a negated value
4 Years Ago
Don't error when failing to find generated BulletSystems Only update BulletSystems that have spawned bullets Only use BulletSystems on stages that enable it Now don't need to generate a list of supported BulletSystems on bake
4 Years Ago
Fixed LookupType with throwIfNotFound: true
4 Years Ago
Some nicer conversion between Color and float4 in generated code Automatically detect generated BulletSystem classes Updated Facepunch.ExpressionStrings
4 Years Ago
BulletSystem useRawDeltaTime support BulletSystem noCollisionLeniency support Updated Facepunch.ExpressionStrings Some BulletSystem expression generation cleanup, player support
4 Years Ago
Fixed TypeToString(typeof(void)) Fixed not being able to Whitelist structs Added optional allowInInherited bool to IParameterCollection.Set Added support for simple constructors for structs
4 Years Ago
Fixed exception in BorderWarningSystem after resetting stage BulletSystems can now use RNG BulletSystem lifetime can now be an expression BulletSystem despawn styles, circle skew
4 Years Ago
Updated Facepunch.ExpressionStrings Working on per-update animated property codegen Updated Facepunch.ExpressionStrings Big BulletSystem codegen refactor, working for a bunch of bullets now
4 Years Ago
BulletSystem codegen starting speed support BulletSystem codegen cleanup, error for per-update properties Simplified BulletSystem generation to not need bake result Some nice progress bars for generating BulletSystems Nicer temp variable identifier generation Fixed ECS codegen for structs like Vector2 Added ECS code gen errors for unsupported ActionLists
4 Years Ago
BulletSystem code gen simple loop support Moved BulletSystem code gen to an editor assembly BulletSystem code gen now supports expressions with parameters
4 Years Ago
Started work on some ECS system codegen Basic BulletSystem code gen working
4 Years Ago
Smarter job scheduling for ECS border warnings Cached BulletSystems are invalidated on stage change
4 Years Ago
Fixed standalone build error Made sure BorderWarningSystem can be auto-created BorderWarningSystem seems to work
4 Years Ago
Working on ECS border warning
4 Years Ago
RenderSpriteSystem / AnimateSpriteSystem updates now managed by unity Using ComponentSystemGroups for ECS bullet systems Refactored PlayerCollisionSystem to deal with per-update shape changes Fixed bug with ECS diamond-player collision detection Components for PlayerCollisionSystem refactor
4 Years Ago
Fixed Switch build error Fixed ECS bullets having 0 mass by default Fixed possible exception when validating replays Fixed legacy bullet properties not being set
4 Years Ago
Stage components now have explicitly defined update orders Moved managed job from PlayerCollisionSystem to run at end of update Onion simpleSpokes.bullet2 system Fixed rotation in ShapeInstanced.shader when using property buffers Can now have ECS bullet properties that are updated every fixed update Frame diamondShot4.bullet ECS implementation Frame diamondShot2.bullet ECS implementation
4 Years Ago
Reduced some repetition in bullet system definitions ECS bullets now keep track of their own local time ECS bullets can now have lifetimes Bullet acceleration, implemented onion simplespokes.bullet
4 Years Ago
Split up bullet components into separate files Refactor ECS RepelBullets ECS bullets have individual time scales AddTimeScale for ECS bullets ECS bullet flash color Fixed error on player death from ECS bullet hit Fixed ECS bullet flash on player hit
4 Years Ago
ECS bullet physics, including repelling
4 Years Ago
ECS bullets can now be moved / rotated by BulletPatterns ECS bullets can now despawn when their parent pattern finishes Refactored ECS bullet collisions, added circle collisions ECS bullet graze and push force
4 Years Ago
Refactored spawn and update for ECS bullets Working on onion/pattern/turn as an ECS bullet