248,616 Commits over 3,928 Days - 2.64cph!
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Do entity order validate before calling CreateOrUpdateEntity so the counter isn't corrupted if CreateOrUpdateEntity throws an exception
Include additional info in disconnect message when entity order validate fails
a few new laser sfx loops
SFX updates and some new (currently unused) beep sfx
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' into asset-bundles
Some AssetBundle boilerplate
Font assets now loaded from asset bundles
Build asset bundles on Jenkins
Removed PlayServicesResolver
Can load bundled assets directly in editor
String files are now in an AssetBundle
Removed unused resource
Moved most stuff out of Resources
Support playing in editor before everything is ported to AssetBundles
Fixed StageIDs not being found in the editor
Always load json data from assets when baking
Started working on generating asset bundles for each stage
Fixed some typos
Moved campaign flags back to Resources
Missing meta file
Merge branch 'master'
Meta file changes
Added an AssetBundle merging strategy
Fixed menu stage always wanting to load all audio AssetBundles
Working towards loading assets only from bundles
Stage resources now loaded from AssetBundles, handling unloading
Fixed some AssetBundles being unloaded / reloaded unnecessarily
Global AssetBundle refactor
Fixed build error
Cleaning up asset path discovery
Added support for 32-bit float wave files
Fixed some cases where assets weren't loaded in the editor
Fixed regressions with editor asset loading fallback
Fixed error spam if Pxc_Texture overlay is missing
SfxManager loads after global assetbundle is loaded
ProgressionManager updates after global AssetBundle is loaded
Fixed error spam if CoreLayer texture is missing
Fixed FindAssetEditorFallback
Fixed a few more AssetBundle errors
Fixed AssetBundle errors in Standalone
Merge remote-tracking branch 'origin/master' into asset-bundles
Added AssetBundleHelper.LoadAsync / ResourceHelper.LoadAsync
Added a way to create Switch asset bundles in the editor
Fixed leaderboard related NRE on Switch
Working towards supporting custom stages loading with asset bundles
Custom stage scripts can compile again!
Fixed some remaining Resources.Load usages
Don't call Stage.Draw() in batch mode
Fixed exception during replay tests
Merge remote-tracking branch 'origin/master' into asset-bundles
Editor fallback for loading asset bundle manifests
Fixed string files not being loaded in the editor
Fixed condition for global bundle asset load fallback
Fixed song AudioClips not being precached for the main menu
Merge branch 'master' into asset-bundles
Preparing for merge
Preparing for merge
Merge remote-tracking branch 'local1/temp1' into asset-bundles
Fixed some exceptions after merge
Updated Jenkinsfile
Fixed some exceptions when force loading only from asset bundles
Added a way to toggle performance UI on switch
Fixed performance UI not showing on Switch
Fixed bake error !switch
Workshop menu tweaks
Some improvements to co-op camera when player positions are swapped
Only show prompt to add player if a binding is found
Fixed camera jump threshold
Merge remote-tracking branch 'origin/master' into asset-bundles
Fixed SL / SR missing icons on switch
Fixed some more bad button prompts for JoyCons in the tutorial
Merge remote-tracking branch 'origin/master' into asset-bundles
Always use default video settings on Switch
Can now toggle bloom in Switch builds for testing
Set UI anti-alias quality to low SMAA on Switch
Merge branch 'master' into asset-bundles
Got rid of playerAware.json
Attempting to support #include in FsmData
Example of overriding an FSM state
UnitFormData pixels array is now appended when overriding
Don't animate transition to single camera on death if already merged
Fix for one possible cause of pixel tint accumulating
Removed GetLerpedValue overloads taking ref params
Added BulletData.updateFloatVar
Using updateFloatVar for octopus bgClouds
Replaced onUpdates with updateFloatVars in non-redux campaigns
Merge branch 'master' into asset-bundles
merge
removed some resources folders
intro stage pattern difficulty
set up easy stages
fixed other easy stages
Now using updateFloatVar in redux
Find: `"onUpdate".+\n.+"SetFloatVar".+"var":\s*"([^"]+)"\s*,?\s*\},?\s*\},?\s*\]`
Replace: `"updateFloatVar": "$1"`
Debug replay test not exiting on Jenkins
Another possible cause of pixel tint accumulation
Abort replay testing on exception in init / update
Merge cleanup
Started working on a nicer way of adding background effects
Example octopus background
New background system working
Fixed an inconsistency with DataPath.Get(relativeTo, path)
Using new background system for legacy octopus
Fixed build error
Merge branch 'asset-bundles' into background-optimisation
Revert "Fixed an inconsistency with DataPath.Get(relativeTo, path)"
This reverts commit b7a7ba16272d48251c0685c97e6320623c36ce4c.
Made background paths in octopus absolute
Fixed dt not being correct in dynamic updates
Added spawnPositionVariance to backgrounds, fixed default colors
Redux octopus now uses new background system
Some more tools to help profile on Switch
Added StageComponent / StageComponentBehaviour
Some performance logging for switch
octopus pattern difficulty scaling
Scene changes
Got rid of BackgroundCamera
More profiling for Switch
Print performance into to the screen on switch
Updated postprocessing package
Fixed profiling on switch non-dev builds
Fixed backgrounds not being cleared on restart
Profiling individual render method calls
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
mech pattern difficulty
Deleted Resources/Textures, re-assigned guid for Bundled/Textures
Slight background optimisation
Started on player trail rewrite
New trail base colour
set up easy mode players
Color / alpha gradient for new trail
Got rid of old trail
Fixed trail resetting
octopus/mech turret diff scaling
fuse stage diff scaling
some trench pattern scaling
Player trail fully fades out again
Switched to LineRenderer from TrailRenderer for new player trail
Started re-implementing rope visuals
trench expanding diff
New rope color / alpha gradient
Removed old Rope rendering code
Clean up ropes when changing stage
Fixed rope bloom
Profiling fixes for Switch
Rope bloom can now be stronger
trench pattern diffs
Removed testing value from rope bloom
increased rope active glow
Fixed "Other" category timing when profiling
Don't bake easy campaign when baking redux
Merge branch 'player-trail' into asset-bundles
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
fix baking error
trench difficulty scaling
onion pattern diff scaling
fixed some typos
hunter diff
finished hunter difficulty scaling
hunter bar.parallel attack
new warning sprite
new tutorial arrow sprite
new crosshair sprite
new target sprite
new freeze sprite and icon
new fade sprite
Fixed music not loading
Quad rendering rewrite
core player repel tweaks
player graze size modifier
Quad shader tweaks
Extra profiling for Switch
properly count active pixelgroup prereqs on other units
changed impact effect angle when hitting pixelgroup
easy octopus balancing
mech easy balance, powerup text to string file
mech laser ring timings
easy shield destroys nearby bullets
clamp turret to bounds better, player cant push turret while faded
mech diff scaling
Enable CPU boost when loading on switch
Clean up asset bundle manifests before generating
Disable anti aliasing on Switch by default
Upgrade to Unity 2019.3.14f1
Removed replay diagnostic injection for now
Asset changes after upgrade
fuse, trench diff balance
onion font, balance, etc
onion halves balancing hard/easy, halves.2 pattern
changed locked level icon
fix pixelgroup dependence divergence
onion diff balance
Made sure unwanted post-processing effects are disabled
Profiling simplification
Merge tag 'before-upgrade' into asset-bundles
Ensured some post-processing effects are disabled
Fixed warning related to Stage_Song
Added stage json override prefixes support
Example override suffix
some hunter tweaks
Implemented override directories
Override directory finishing touches
Example override directory
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
merge
merge meta files
unit status effect
unit slow status
Fixed ambiguity between DataPaths relative to a file or a directory
Testing relative paths
Graphics / player settings tweaks for Switch
Profiler cleanup
Merge remote-tracking branch 'origin/asset-bundles' into unity2019.3
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
more precise unit delay timer
unit intangible, opacity multiplier mods
unit.FlashRandomPixel
new unit.GetRandomPixel and legacy version
Fixed NRE when updating some quads
Fixed RectLine rendering
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
Merge branch 'unity2019.3' into asset-bundles
PxcEffectFlashLine
PxcEffectChargeLines
Fixed possible NRE in replay UI
Removed some logging
Fixed array parameters in CallMethod / CallSubroutine
PxcEffectFlashLineSequence
flash lines can be disconnected
flash line sequence flipX/flipY
storm line sequence
Fixed a couple of typos !redux
Fixed replay divergences in Unity 2019 related to Vector2.magnitude
Fixed Linux builds
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
invasion easymode folders
Fixed FancyText embedding in Unity 2019
Fixed splitscreen camera jump threshold
fix json boss forms
Shape rendering rewrite includes diamonds now
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
more storm flashing pixel sequencing
list of patterns to test
pixel flash category
ballpit stage setup
fix onion boss loading
Combined Quad and Diamond shaders
Stage_Drawing cleanup
Fixed shapes flickering after stage reset
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
Fixed diamonds not being textured if using an atlas
Added names to shape game objects
Fixed HUD not showing in co-op
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
more ballpit stuff
tentacle pattern difficulty balancing
Fixed switch build error
Easy way to toggle post processing on Switch
Fixed depth sorting for bullets in a volley
Fixed floating text ordering above powerups
DepthLevels now defined in json
ball pit scores
Use Camera1 layer for main camera in single player
Show shape depth layer in inspector
Fixed sorting order of renderers
Pxc_Texture now uses renderers
Refactored Stage_Fading to not use FreeformQuads
Got rid of some unused drawing primitives
ball pit respawns
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
ballpit money display
despawnWhenAnyPatternsRemoved pattern property
bullet isUnobtainable
shop bullet checks correct player
change price if cant be afforded
Fixed replay divergence
Temp fix for baking error
More robust fix
Fixed sortingOrder value range
Cores now use renderers
Got rid of unused diamond materials
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
money pickup
ballpit giver unit
shot pattern
change ball physics
Fixed bake error
RectLine refactor
Now using one texture for all border sides
Stage_Border now uses renderers
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
reverse powerup
pattern onEachBullet callback
Stage border rendering now uses instancing
Fixed switch runtime error
enable post processing
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
fix error when hitting octopus
replace powerup
walls and background
powerup icons and reverse vfx
replace powerup vfx
Fixed fading not being per-camera
Gamemode can specify timer visibility
Gamemode can specify progress bar visibility
Added Stage_Scoring.GameOver(message, victorious, submitScore)
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
gather powerup
converge powerup
redirect and scatter powerups
sweep and other powerups for ballpit
ballpit tweaks
Updated AotHint
Simplified grid / letterbox rendering
Grid and letterbox drawing now uses Renderers
fix pxc renderposition when setting unit pos
volley & stream powerups, etc
fix debug text warning
subroutine issue test case
Added GameManager.PerformancePrintPeriod
Fix GameOver not appearing
Fixed Stage_Fading not working correctly while paused
Added "coroutine" bool to CallSubroutine
Fixed some core visibility issues
Core layers now use instancing
Clean up PixelChunk textures on exit stage
fix unit pxc render angle
buy phase
buy timer, game over
spawn items
pickups
Fixed possible baking error related to includes
bake fixes
Fixed Core shader error
build !redux
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
Send asset-bundles builds to steam
Fixed ambiguity between numUnits alias and stage properties
Got rid of DepthLevel related GC allocs
Refactored Utils.GetIntString
Scene fixup
Got rid of a small allocation
Stop vibration on game over again
!redux
blue/red subtypes are affected by abilities
item tooltips
powerup/money spawning
build !redux
SpriteController now uses a renderer
AnimatedSpriteController now uses a renderer
Removed Drawable / Draw() methods
Renderer creation cleanup
player property keep status affects on revive
change powerup spawn chances
check if player 1 wins
dont submit score in ballpit
Bind selectable items during play by holding desired button / key
Fixed possible exception in empty FancyText
Added UI for live item binding
Merge branch 'master' into asset-bundles
Fix hover remaining when unclicking
Bind selectable items during play by holding desired button / key
Fixed possible exception in empty FancyText
Added UI for live item binding
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Transition Cleanup
Padding inset
Color parsing
Length parsing
Style Parsing
ScreenRect in layout
Layout fixes
Fixed serialization issue with camera script
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fix error with missing addonpresets.txt
Added Addon Presets feature
dont submit score in ballpit
player property keep status affects on revive
change powerup spawn chances
check if player 1 wins
Part 3 of re-merging DestroyableRoadsigns after subtraction. Merge from MergeDestroyableRoadsigns -> Experimental
Part 2 of re-merging DestroyableRoadsigns after subtraction. Merge in the updated changes from DestroyableRoadsigns branch.
Part 1 of re-merging DestroyableRoadsigns after subtraction. Cherry-pick the original DestroyableRoadsigns merge, ignoring merge tracking.
Update fence collider layer
Tweaked prevent building volume to stop blocking wire tool access
Add a hurt trigger to the bottom of the lift to kill any players that get stuck under it
Lift mesh is now marked as wood so it uses correct hit effects
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Fix editor scene error when selecting an IOEntity with a null output array
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Remove topFloor bool from save data, use a flag instead
Fixed a couple of cleanup issues
Shrink the wounded/sleeping collider a little more
Only refresh the player's collider size every 250ms (performance, no serious need to do it more often)
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Fixed protection type on elevator so it can take damage
Collider size is now refreshed on bots as well as real players
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Fixed dodgy collider in doorway between recycler and main building at airfield