7,950 Commits over 3,745 Days - 0.09cph!
Fixed subroutine CodeGenFlags
Subroutine codegen with explicit parameters
Can now call baked subroutines with parameters
Handling passing explicit parameters to called ScriptFuncs
Code gen refactor to support parameter capture in called subroutines
Pxc_Animation.SetFrame() optimization
DenseIntDict<T> enumerator
Fixed some readonly ProfilerCategories
Started playing around with converting quad / diamond rendering to ECS
Fixed error on reading #includes in new Newtonsoft.Json version
hard fuse new attacks
hard trench attacks
hard onion new attacks
hard hunter new attacks
hard claw new attacks
hard frame new attacks
hard laser new attacks
hard storm new attacks
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Merge branch 'bullet-perf'
hard invasion extra attacks
tutorial tweaks
reworked octopus turrets
!redux
build fix !redux
Merge branch 'master' of SpaceUsurperUnity
!redux
!redux
octopus balancing
added spread to double gun
broadside powerup tweaks
new broadside icon
more octopus balance
Changed default test replay
Added ECS packages, upgraded asset pipeline version
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Added MaxCatchupFrames toggle
New floodfill implementation
Persist ConnectionCache instances with anim frames
Fixed divergence caused by new floodfill
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Merge branch 'bullet-perf'
Fixed divergence caused by new floodfill
Persist ConnectionCache instances with anim frames
Added MaxCatchupFrames toggle
New floodfill implementation
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Fixed standalone build error
Added player update profiling
Fixed expensive player camera target updates
Some unit profiling
Got rid of allocation in Pxc_Animation.SetFrame()
Changed shoot / activate default bindings for Switch
Changed default deadzones on Switch
Changed shoot-when-aiming behaviour, only shoot if near upper deadzone
Added "isSwitch" loading tip condition
Fixed co-op in editor while targeting Switch
Updated Facepunch.ExpressionStrings
Match cached scriptfuncs by alias definitions too
Added optional default to ParameterCollection.Get
Cached script funcs now need to match alias definitions
Added "mergedTargetViewArea" to StageData
Disable on-screen profiler info
Added PROFILE_PLAYER_LOOP option
Disable QUIT menu option on Switch
Added "isDocked" alias
Default ShootWhenAiming to true on switch
Some missing particle fixes
First draft of stage unlock animation
Enable debug options in non-debug !switch builds
Fixed running in-editor while targeting Switch
Removed unity analytics package !switch
Particles for stage unlock animation
Fixed !switch build errors
Campaigns can now specify background tint
Added "Always" unlock condition
Now using new lock icon, fixed highlighting locked items in campaign
Made "INCOMPLETE" more faded
Only show unlock condition if all prerequisite stages are also unlocked
Added progression flags that official stages can enable
New stage unlock condition system
Allow locked stage selection / navigation
Locked stage style tweaks
Don't complain about null leaderboards when !ShouldSubmitScore !redux
Updated Jenkinsfile !redux
Updated Jenkinsfile !redux
Updated Jenkinsfile !redux
Fixed late loading asset bundles for workshop stages !redux
Updated Jenkinsfile !redux
Trying to debug why assets are missing in Jenkins builds !redux
Fixed music sample files not being discovered in legacy workshop stages
Legacy support for workshop PxcSourceData / PxcAnimData path discovery
Legacy fix for precaching music sample files in workshop plugins
Updated workshop-resources.txt !redux
Fixed workshop validation progress text
Use workshop-resources.txt when making asset bundles
Updated workshop-resources.txt
StageID inspector is better organised
GenerateWorkshopResourceList now works for subscribed plugins
Updated workshop-resources.txt !redux
Nicer solution for split-screen clamping
Generate a list of resources used by baked workshop plugins in custom/
Allow cancelling baking stage scripts
Updated .gitignore
Post processing should be working again
Fixed sorting order of pixel particles
onPartDestroyed uses Unit properties
Fixed a discontinuity with CameraFrame _localClampingBounds
Fixed splitscreen wipe effect on player death in coop
Fixed loading sprites in custom campaigns
Fixed campaign menu error spam for custom campaigns
Fixed legacy player not having any camera targets
Fixed weird camera behaviour when players rotate around each other
Handling camera merge distance in a smarter way
Stripped out old camera code
Merge branch 'master' into camera-rewrite
New camera target system, json scripting and debug rendering done
Merge remote-tracking branch 'origin/master' into camera-rewrite
Merge remote-tracking branch 'origin/master' into camera-rewrite
Keep track of camera targets for each frame
Calculate camera bounds from targets
Working towards solving for splitscreen
Fixed loading of nested objects when the root includes a base definition
Merge branch 'master' into camera-rewrite
Merge branch 'master' into camera-rewrite
More camera rewrite work
Merge remote-tracking branch 'origin/master' into camera-rewrite
Camera movement based on targets
Handle "ensured" targets
Camera position clamping now handles splitscreen better
ShapeInstanced fragment clipping
Splitscreen clipping for most shaders
Merge branch 'master' into camera-rewrite
Splitscreen culling working for multiple cameras
Factored out camera position / scale handling to CameraFrame class
Fixed zooming in after a player dies
Fixed camera movement when dt is 0
Merge remote-tracking branch 'origin/master' into camera-rewrite
Account for moved centroid of split screen shape again
Merge branch 'master' into camera-rewrite
Fixed AnimatedSpriteControllers not being disabled on reset
Merge branch 'master' into camera-rewrite
Fixed missing script error
SplitFrame and RenderFrame for each player's camera
Fixed merged camera frame updating
Force camera frames to expand if required to fit enforced areas
Merge remote-tracking branch 'origin/master' into camera-rewrite
Shrink view size back down after a delay
New approach to view stretching
Camera splitting / merging re-implemented
Fixed border warning rotation in splitscreen
Fixed glow looking weird near the split when cameras are merged
Added "smoothness" parameter to camera targets
Merge branch 'camera-rewrite'
Re-enable camera position clamping
Camera splitting / merging re-implemented
Fixed border warning rotation in splitscreen
Fixed glow looking weird near the split when cameras are merged
Added "smoothness" parameter to camera targets