5,183 Commits over 2,527 Days - 0.09cph!
Testing perf measurement consistency
Replay validating timing uses GetThreadTimes()
easy tentacle balance
orb strings formatting
Merge branch 'master' of SpaceUsurperUnity
orb easy balance
more easy orb balance
frame easy balance
Measure only main thread time when validating replays
Measure TotalProcessorTime when validating replays
Generate source mapping comments
Bake error message normalization
Updated Facepunch.ExpressionStrings !redux
Fixed !redux script errors
ProcessObject refactor
Leaner code gen where possible
Skip populating ActionList if baked / cached
Fixed invalid codegen in !redux build
easy balance, credits stuff etc
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
easy hunter balance
focus tip delay depends on difficulty
fix egg shields despawning early
Merge branch 'master' of SpaceUsurperUnity
Reduce default PerformancePrintPeriod
Changed default test replay
Added ECS packages, upgraded asset pipeline version
Fixed error on reading #includes in new Newtonsoft.Json version
Pxc_Animation.SetFrame() optimization
DenseIntDict<T> enumerator
Fixed some readonly ProfilerCategories
Subroutine codegen with explicit parameters
Can now call baked subroutines with parameters
Handling passing explicit parameters to called ScriptFuncs
Code gen refactor to support parameter capture in called subroutines
Fixed subroutine CodeGenFlags
Optimizations in generated methods
Fixed bad scope of generated locals in SetValue
Fixed SetValue / return value of CallMethod sometimes being discarded
Fixed possible divergence caused by SetValue / CallMethod returns
Fixed loading json data from absolute paths
Got rid of some test code
Merge branch 'bullet-perf'
Fixed possible divergence caused by SetValue / CallMethod returns
Fixed SetValue / return value of CallMethod sometimes being discarded
Fixed bad scope of generated locals in SetValue
Optimizations in generated methods
Fixed subroutine CodeGenFlags
Subroutine codegen with explicit parameters
Can now call baked subroutines with parameters
Handling passing explicit parameters to called ScriptFuncs
Code gen refactor to support parameter capture in called subroutines
orb balance, orb partTarget rotation
frame balance etc
prospector laser on/off indicators
storm balance
invasion balance
mech balance, add some explosive pixels
more mech balance
mech top powerup
more balance, fade/blink remove vines
blink/fade remove petrify
tentacle balance
Pxc_Animation.SetFrame() optimization
DenseIntDict<T> enumerator
Fixed some readonly ProfilerCategories
Started playing around with converting quad / diamond rendering to ECS
Fixed error on reading #includes in new Newtonsoft.Json version
hard fuse new attacks
hard trench attacks
hard onion new attacks
hard hunter new attacks
hard claw new attacks
hard frame new attacks
hard laser new attacks
hard storm new attacks
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Merge branch 'bullet-perf'
hard invasion extra attacks
tutorial tweaks
reworked octopus turrets
!redux
build fix !redux
Merge branch 'master' of SpaceUsurperUnity
!redux
!redux
octopus balancing
added spread to double gun
broadside powerup tweaks
new broadside icon
more octopus balance
Changed default test replay
Added ECS packages, upgraded asset pipeline version
octopus balancing
added spread to double gun
broadside powerup tweaks
new broadside icon
more octopus balance
build fix !redux
Merge branch 'master' of SpaceUsurperUnity
hard invasion extra attacks
tutorial tweaks
reworked octopus turrets
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Added MaxCatchupFrames toggle
New floodfill implementation
Persist ConnectionCache instances with anim frames
Fixed divergence caused by new floodfill
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Merge branch 'bullet-perf'
Fixed divergence caused by new floodfill
Persist ConnectionCache instances with anim frames
Added MaxCatchupFrames toggle
New floodfill implementation
hard laser new attacks
hard storm new attacks
hard fuse new attacks
hard trench attacks
hard onion new attacks
hard hunter new attacks
hard claw new attacks
hard frame new attacks
Allow AllLevelsUnlocked in switch release builds
Trying out a native plugin on Switch
GetDeltaPixels profiling
Fixed standalone build error
hard intro new attacks
hard octopus new attacks
hard mech new attacks
orb hard attacks
hard claw balancing
Merge branch 'master' of SpaceUsurperUnity
nightmare pattern variety
Added player update profiling
Fixed expensive player camera target updates
Some unit profiling
Got rid of allocation in Pxc_Animation.SetFrame()
prevent collection-modified error when spawning unit by path
Merge branch 'master' of SpaceUsurperUnity
hard tentacle balance
hid some loading tips from switch
adjust !switch camera
Changed shoot / activate default bindings for Switch
Changed default deadzones on Switch
Changed shoot-when-aiming behaviour, only shoot if near upper deadzone
Added "isSwitch" loading tip condition
Fixed co-op in editor while targeting Switch
Updated Facepunch.ExpressionStrings
Match cached scriptfuncs by alias definitions too
Added "mergedTargetViewArea" to StageData
Disable on-screen profiler info
Added PROFILE_PLAYER_LOOP option
Disable QUIT menu option on Switch
Added "isDocked" alias