5,204 Commits over 2,710 Days - 0.08cph!
adjust powerup colors again
fix bumper interaction with non-ECS bullets
certain bullets push player less while invulnerable
Upgraded to Unity 2020.3.13f1
Upgrade DOTS packages
Fixes for ECS API changes
Fixed job exceptions after DOTS upgrade
Upgraded NintendoSDKPlugin
Fixes for NintendoSDKPlugin API changes
Upgraded NexPlugin
NexPlugin API changes
Use default world initialization
Fixed standalone editor errors
Fixed corrupted NintendoSDK
Updated Facepunch.ExpressionStrings
Added AOT hint for CoreController
Switch build error fixes
Upgrade to 2021.1.13f1
NexPlugin for Unity 5.0.1
Updated NintendoSDK
Fixed exceptions from unity upgrade
Username / avatar fetching API changes
perf-stats-plot category sorting
Profile LateFixedEntityUpdate
Fixed Switch development builds
Merge remote-tracking branch 'origin/switch-benchmark' into switch-benchmark
Fixed FPS display toggle on Switch
Merge remote-tracking branch 'origin/master' into switch-benchmark
New perf categories
Add FPS lines to perf-stats-plot
perf-stats-plot tweaks
Player_StatusEffects divergence fix
Merge branch 'switch-benchmark'
New perf categories
Add FPS lines to perf-stats-plot
perf-stats-plot tweaks
nightmare laser prison pixels
fix nightmare intro curse in co-op
fix octopus spiral bullet being doubled
tweaked mech explosive pixels
added cantBeDelayed to some Waits
hunter string tweak
Merge branch 'master' of SpaceUsurperUnity
Fixed possible NRE when attempting a level from a replay
turn off pestilence parallax
Fixed cases where OnLifetimeFinished callback is called incorrectly
Added cantBeDelayed bool to FsmWaitAction
Make sure that laser prison spawn can't be delayed after its warning
Fixed CoreGraphic not using layer offset when first spawned
Merge branch 'master' of SpaceUsurperUnity
changed laser scope pattern targeting
fixed trench plantGun respawning and nightmare trench gun colors
dmg floater for nightmare fuse storm
Use an ECB to spawn damage floaters
Defer spawning ECS bullets to the end of the frame where possible
Don't repel strictly visual ECS bullets
Fixed case where bullets supporting ECS wouldn't spawn when unbaked
Fixed depth bullet depth sorting being reversed
changed powerup icon colors
Fixed Switch development builds
Merge remote-tracking branch 'origin/switch-benchmark' into switch-benchmark
Fixed FPS display toggle on Switch
Merge branch 'switch-benchmark'
Use marker components in BulletSystem queries
PlayerLoopProfiling fixes
Merge remote-tracking branch 'origin/master' into switch-benchmark
Use marker components in BulletSystem queries
PlayerLoopProfiling fixes
Fixed possible crash in PerformanceStats.Write()
Updated perf-stats-plot.py to read new format
Updated perf-stats-plot.py
Added summary-plot.py
Fixed argument parsing in perf-stats-plot.py
Performance stat rewrite, profile player loop again
New perf stats category list
Updated perf-stats-plot.py to work with frameBatchSize
Merge branch 'switch-benchmark'
New perf stats category list
Updated perf-stats-plot.py to work with frameBatchSize
Performance stat rewrite, profile player loop again
Added summary-plot.py
Fixed argument parsing in perf-stats-plot.py
changed powerup icon colors
Use an ECB to spawn damage floaters
Defer spawning ECS bullets to the end of the frame where possible
Don't repel strictly visual ECS bullets
Fixed case where bullets supporting ECS wouldn't spawn when unbaked
Fixed depth bullet depth sorting being reversed
Updated perf-stats-plot.py to read new format
Updated perf-stats-plot.py
Fixed possible crash in PerformanceStats.Write()
hunter string tweak
Merge branch 'master' of SpaceUsurperUnity
turn off pestilence parallax
Merge branch 'master' of SpaceUsurperUnity
changed laser scope pattern targeting
fixed trench plantGun respawning and nightmare trench gun colors
dmg floater for nightmare fuse storm
Fixed CoreGraphic not using layer offset when first spawned
Fixed possible NRE when attempting a level from a replay
Fixed cases where OnLifetimeFinished callback is called incorrectly
Added cantBeDelayed bool to FsmWaitAction
Make sure that laser prison spawn can't be delayed after its warning
Added cheat to always avoid death for recording performance replays
For some reason this fixes an NRE in Switch builds
Updated com.unity.burst, com.unity.mathematics
decreased laser prison track player time !redux_all !ecs
tweak tentacle rain easy speed
fix not being able to convert bullets while invulnerable
fixed converting bullets while invuln edgecase
Merge branch 'master' of SpaceUsurperUnity
Added EcsHash to replay diagnostics data / state parity bit
Fixed possible NRE when loading a workshop stage
Don't allow cancelling loading before asset bundles have loaded
Fixed possible NRE in the workshop campaign menu
Also wait for _readyToLoad before being able to cancel stage loading
Added DivergenceTrace
Fixed possible divergence in ECS bullet enumerables
Fixed warning about late deallocation
Sort ECS bullets before enumerating them
UpdateHashSystem is now chunk layout agnostic
Added DivergenceTrace
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Upload replays with full diagnostics in development builds
Don't try to submit scores in game modes without stage leaderboards
Better handling for default values in GameModeData
claw change attack parttype
Merge branch 'master' of SpaceUsurperUnity
build !redux_all !ecs
Fixed warning about late deallocation
Sort ECS bullets before enumerating them
UpdateHashSystem is now chunk layout agnostic
Don't keep track of generated method bodies
Fixed GameModeData default value handling
Enable visibleInBackground
ECS pixel collision refactor, reflections are working
Attempting to fix a leak
Don't put methods with stage path conditions in shared method files
supportsStageLeaderboard true for timeattack and endless modes !redux_all !ecs
minor polish
Merge branch 'master' of SpaceUsurperUnity
damage display fix
Merge branch 'master' of SpaceUsurperUnity
build !redux_all !ecs
Disable "incomplete" text / leaderboard for ballpit on main menu
Stopped bullet visuals from going too far when colliding with a pxc
Working on ECS reflect
Make sure bullet systems are always added in the same order
More ECS bullet replay diagnostics
Make sure entities always get removed in the same order
Added remarks about ECS bullet enumerable determinism
Disable recording bullet chunk states
Fixed workshop stages baking every time
Re-enabled workshop stage baking text on load screen
Chunk-oriented rewrite of TouchingEcsBulletsEnumerable
Chunk-oriented rewrite of TouchingEcsBulletsEnumerable
Draw circle ECS bullet collision gizmos in editor
Fixed ECS bullets not using sizeMultiplier for collision shape
fix ninjaStar hitbox, etc !redux_all !ecs
Fixed DespawnTimeData not actually doing anything
Fixed standalone build error !ecs !redux_all
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Fixed case where legacy workshop levels wouldn't compile on first run
Fixed exception in loading screen when leaving workshop level
Fixed CantBeIgnored in ECS bullets
Got rid of some per-frame allocations
Refactor EcsBulletsInRadiusEnumerable to use ArchetypeChunks
Working on a more efficient way to read components from enumerated ents
Much more efficient component reading / writing in entity enumeration
balance tweaks
ballpit AffectBulletsInRadius bullet queries
more AffectBulletsInRadius queries, etc