5,204 Commits over 2,710 Days - 0.08cph!
Debug ECS rect bullet collision box rendering in editor
Don't use TransformData scale for ECS collision
ECS Bullet.NumShotPatternsConstant support
Fixed some ECS bullets being removed too early when out of bounds
Pause menu while watching a replay now says rewind instead of restart
Ignore scores to submit in queue that are from a different game version
Fixed queued score submissions not submitting on game start
Call Remove on current stage when game quits / exits play mode
Fixed BulletQuery resources not getting disposed
Fixed EcsBulletsInRadiusEnumerable skipping items
fix curseThreeBody error
Merge branch 'master' of SpaceUsurperUnity
remove old endless folder
some AffectTouchingBullet bullet queries
frame bullet query test
Allow optional BulletQuery in GetBulletsInRadius
Fixed possible exception when using TouchingEcsBulletsEnumerable
Dispose _lookupTable in BulletQuery
Fixed sorting order consistency of legacy bullets
Use velocity to have shoot effect patterns follow the player
ECS bullets now spawn one frame earlier
despawn ringbullet when part destroyed
remove debug !redux_all !ecs
Fixed case where ListMenuItem click callback would trigger twice
reduced spider hitbox
quad ice laser ringBullet
sweep wont affect units with >1 repulsion circle
unit implode rotation, etc
fix orb trapGun ECS bullet
Merge branch 'master' of SpaceUsurperUnity
build !redux_all !ecs
Added NativeBulletQueue with deterministic read ordering
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Fixed friends leaderboards getting stuck loading
Fixed case where BulletQuery wouldn't list matching bullet systems
Fixed standalone build error
Fixed a couple regressions with steam leaderboard score submission
ballpit player2 barrier is green
fix ballpit confuse effectBullet switching players
credits boss parts drop powerups
Merge branch 'master' of SpaceUsurperUnity
Added an easy way to queue replay files in the editor
ReplayPath file watcher, easy way to queue local replay files
RandomData component is now per-entity rather than per-chunk
Fixes divergences caused by non-deterministic chunk assignment for bullet entities
misc balance
Merge branch 'master' of SpaceUsurperUnity
A couple more workshop script compilation fixes
Legacy workshop stage scripts should now bake
Fixed overridden properties having wrong type while baking
Fixed possible exception when opening workshop management menu
Make sure generated code is C# 7.0 compatible
Fixed C# generated for workshop levels missing methods
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player bullet repel tweaks
increment progression
Merge branch 'master' of SpaceUsurperUnity
spawn blink for nightmare xulgon pattern
Populate campaign menu synchronously, but generate stage icons async
CampaignData changes to support categories
Can now pass a BulletQueryData to AffectTouchingBullets
Changed BulletPattern.IntVar type
Log an error if an ECS ParentBullet of a pattern is accessed in scripts
Turn Bumper update into a job, boilerplate for similar optimisations
Avoid allocations when using TouchingEcsBulletsEnumerable
Fixed ECS bullets with a custom OnHitPlayer sometimes not despawning
Change to Bullet.IntVar that might break legacy replays
tweak hunter vignette radius
Updated Facepunch.ExpressionStrings
Fixed ECS bullet property aliases using in parameters
Support for despawning ECS bullets when child patterns are removed
Fixed ECS bullets colliding with units before finishing spawning
Write session replay paths to replay metadata
Fixed hall of mirrors in gap between screens in co-op
Fixed case where two menu screens could be open simultaneously
Fixed pixel explosion particle angle on arbitrarily rotating units
disable ECS for respawnPod deadPlayer bullet
prevent quad ninjastar child from being repelled
misc balance
Merge branch 'master' of SpaceUsurperUnity
Fixed stage-defined properties not being usable in generated burst jobs
fix collecting powerup while on hidden unit pixels
Merge branch 'master' of SpaceUsurperUnity
Fixed default impulse friction of ECS bullets
Fixed AngleDelta being incorrect for parented ECS bullets on first frame
Fixed case where campaign completion text would show incorrectly
Fixed default value for PartDamageMultiplier in ECS bullets
Got rid of some logging
First draft of cancelling loading a stage
Fixed pixel particle initial velocity direction
Fixed how Pxc_Texture.Encode handles negative colour components
Give bullet entities names in the editor
New pixel chunk spawn position fix
Fixed new pixel chunk particle positions
Refactor sprite shader to support UV scissor
Fixed PixelExplosion angle
WIP scizzoring PixelChunks
Working on some tools for finding divergences with ECS bullets
Merge branch 'ecs-diverge-test'
Fixed TouchingEcsBulletsEnumerable
Fixed cores not animating
Only enumerate non-dynamic ECS bullets in scripts
Fixed pixel particles having the wrong emission angle
Temporarily disabled WIP pixel chunk texture scissor
Got rid of debug wait in octopus
Define PXC_TEXTURE_EXPALPHA
Big SetFrame optimisation that considers animated vs static pixels
Pxc animation texture generation
New way to render animated Pxcs greatly avoiding texture updates
Merge branch 'setframe-opt' into pxc-rendering
Use Color32 for pixel chunks
Working on PixelParticles optimization
Fixed possible ArgumentOutOfRangeException in EmitPixelParticles
Removed support for UnitFormData transformations
Fixed possible ArgumentOutOfRangeException in EmitPixelParticles
Use Color32 for pixel chunks
Working on PixelParticles optimization
Big SetFrame optimisation that considers animated vs static pixels
Merge branch 'setframe-opt' into pxc-rendering
Define PXC_TEXTURE_EXPALPHA
Pxc animation texture generation
New way to render animated Pxcs greatly avoiding texture updates
Working on refactoring network API calls
First pass at using async / await for network API calls
Make sure continuations of tasks that do UI stuff are on the main thread
Make sure continuations of tasks that do UI stuff are on the main thread
Working on refactoring network API calls
First pass at using async / await for network API calls
Fixed Switch release build crash