7,877 Commits over 3,745 Days - 0.09cph!
Updated Jenkinsfile !flags=redux
Better way to specify which campaigns to build !flags=redux
Merge remote-tracking branch 'origin/master'
Only do replay tests in release builds
Can now bake either redux or original campaigns on the build server
Fixed standalone build error
Added condition to campaign data
Merge remote-tracking branch 'origin/master'
New switch button icons
New PC button icons
Merge remote-tracking branch 'origin/master'
New PS4 button icons
Started on button icon redo
StyledRect shader now supports box shadow with rounded corners
Powerup icon UI uses StyledRects
Fixed enabling / disabling RectStyle gradient in inspector
Box shadow properties in RectStyle
Powerup UI tweaks
RectStyle migration
StyledRects now support box shadows
Some box shadow tests
A bunch more UI visual tweaks
Merge remote-tracking branch 'origin/master'
More UI replacement
ListMenu uses StyledRect
Updated AotHint
Merge remote-tracking branch 'origin/master'
Button prompts use new StyledRect
StyledRects for options menu controls
Fixed script error in redux octopus turret
Added GameStage.SpawnUnit(DataPath<UnitData> path) overload
So you don't need to list every possible unit in the stage config
Loading hint fades in
Merge remote-tracking branch 'origin/master'
Fixed some Fsms not being reset correctly
Fixed script error in respawnPod
Loading hints now use FancyText
Fixed NRE when offline
Added example loading screen tips
Added loading tip data types
Fixed pasting CSS for RectStyles
Finished off loading screen hints
Cleaned up Destroy() calls on stage components
Actual fix for weird text bug
Merge branch 'text-fix'
Fixed text style / position breaking after stage reset
Merge remote-tracking branch 'origin/master'
Updated listings generator
Updated .gitignore
Fixed hints not disappearing correctly
Added script to generate listings docx file
New strategy for unloading resources
Merge remote-tracking branch 'origin/master'
Added focus / brake hint
Added way to capture a heap dump during HotloadedData.ClearCache
Added GameMode onFormDestroy callback
Added Player.Revive(position?) whitelisted method
Player / PlayerInput using cleanup
Example of reviving when a form is destroyed
Fixed ConnectionCache static rooted leak
Updated .gitignore
Some more leak fixes
Clear action list cached methods on stage change
Merge remote-tracking branch 'origin/master'
More logging to investigate leaks
Updated Facepunch.ExpressionStrings
Clear pools in cached subroutines on stage change
Fixed ParameterCollection._dependants leak
Added Clear() and Reset() methods to ParameterCollectionPool
Some initial attempts to find a memory leak
Added HeapExplorer
Fixed codegen errors in more recent compiler versions
A couple more causes of memory leaks
redux/intro co-op changes
redux/octopus multiplayer fixes
use stage.PlayerHandler for some Vibrate calls
wrapped AddPhysicsForce calls
mech stage multiplayer fixes
fuse stage multiplayer fixes
trench multiplayer fixes, etc
fixed other stages for multiplayer
some storm pattern stuff
made some storm form0 pixels invuln
Fixed numPlayers not being available during init
Merge branch 'master' of SpaceUsurperUnity
Clear hints on stage change
Removed old QuickPrompt
Clear static fields in cache stores
Merge branch 'master' of SpaceUsurperUnity
Player count for stages now set on instantiation
Merge branch 'master' of SpaceUsurperUnity
intro balance for 2 player
enemy hp scaled based on player count
Meta changes for unity2019
Some initial attempts to find a memory leak
Merge branch 'master' into unity2019
Player count for stages now set on instantiation
Fixed numPlayers not being available during init
Merge branch 'master' of SpaceUsurperUnity
Clear hints on stage change
Removed old QuickPrompt
Clear static fields in cache stores
Initial commit
Added project files
Working in unity2019 again
Fixed compiler errors in generated scripts
Font asset updates
Fixed possible NRE in PxcEffectTransformRing
Fixed saving read replays
Added test replays of all Invasion stages
Fixed divergence related to SpawnPattern calls
Compatibility
Replay with diagnostics from diverging build
Fuse and Hunter test replays
Can now generate and save aux diagnostics from a production replay
Temporarily removed diverging replay from test
Automated replay testing cleanup
Update Jenkinsfile
Update Jenkinsfile
Update Jenkinsfile
Fixed build error
Updated Jenkinsfile
Use dotnet build
Update Jenkinsfile
Merge branch 'dotnet'