248,616 Commits over 3,928 Days - 2.64cph!

4 Years Ago
Selector parsing
4 Years Ago
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4 Years Ago
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
4 Years Ago
Layout type cached
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Fix hover remaining when unclicking
4 Years Ago
Updated Scuba Overlay
4 Years Ago
Bind selectable items during play by holding desired button / key Fixed possible exception in empty FancyText Added UI for live item binding
4 Years Ago
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4 Years Ago
Transition Cleanup Padding inset Color parsing Length parsing Style Parsing ScreenRect in layout Layout fixes
4 Years Ago
Fixed serialization issue with camera script
4 Years Ago
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4 Years Ago
merge
4 Years Ago
fix error with missing addonpresets.txt
4 Years Ago
merge from main
4 Years Ago
Added Addon Presets feature
4 Years Ago
dont submit score in ballpit
4 Years Ago
player property keep status affects on revive change powerup spawn chances check if player 1 wins
4 Years Ago
Part 3 of re-merging DestroyableRoadsigns after subtraction. Merge from MergeDestroyableRoadsigns -> Experimental
4 Years Ago
Part 2 of re-merging DestroyableRoadsigns after subtraction. Merge in the updated changes from DestroyableRoadsigns branch.
4 Years Ago
Part 1 of re-merging DestroyableRoadsigns after subtraction. Cherry-pick the original DestroyableRoadsigns merge, ignoring merge tracking.
4 Years Ago
merge from main
4 Years Ago
Update fence collider layer
4 Years Ago
Tweaked prevent building volume to stop blocking wire tool access
4 Years Ago
Add a hurt trigger to the bottom of the lift to kill any players that get stuck under it
4 Years Ago
Lift mesh is now marked as wood so it uses correct hit effects
4 Years Ago
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4 Years Ago
Merge from voiceprops
4 Years Ago
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4 Years Ago
Rebuilt other monuments
4 Years Ago
Fix Compound monument
4 Years Ago
Fix editor scene error when selecting an IOEntity with a null output array
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Cleanup
4 Years Ago
Remove topFloor bool from save data, use a flag instead Fixed a couple of cleanup issues
4 Years Ago
Shrink the wounded/sleeping collider a little more
4 Years Ago
Only refresh the player's collider size every 250ms (performance, no serious need to do it more often)
4 Years Ago
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4 Years Ago
Fixed protection type on elevator so it can take damage
4 Years Ago
Merge from main
4 Years Ago
Collider size is now refreshed on bots as well as real players
4 Years Ago
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4 Years Ago
Fixed dodgy collider in doorway between recycler and main building at airfield
4 Years Ago
merge from main
4 Years Ago
merge from bs_wip
4 Years Ago
one state per file
4 Years Ago
more state conversions