branchSpaceUsurperUnity/mastercancel
4,276 Commits over 2,710 Days - 0.07cph!
First pass of avoiding drawing whole scene in background of pause screen
Fixed ECS warning in Editor
More editor fixes for testing
Added a way to print out info of a list of uploaded replays
Better replay trace filenames
Only trace ECS bullet hashes within the playback time of replays
Account for instability in NativeBulletQueue sort
Fixed some ECS player collision callbacks not acting on the right player
Merge remote-tracking branch 'origin/coop-divergence'
GameOver screen layout tweaks for Switch
Can now leave the settings menu by pressing the pause button
Record which bullet archetypes are enabled in replay files
Fixed UI masking bug in co-op player joining prompt
Fixed not showing prompt for player 2 until any controller button press
Fixed progress bar notch colours
New performance summary from the Switch
Forked KokkuGames/PostProcessing
Using KokkuGames/PostProcessing
Fixed speech bubbles overlapping, movement tweaks
Added TMP as an embedded package
Replace [action/button/image] tags with xml-style tags
TMP: retire <action> tag
Add TMP test scene
TMP: Added OnGlobalPreRenderText event
TMP: Got <sprite=x> working with our resource system
Rename <image=x> to <sprite=x>
Fixed exception in stages without a GameManager instance
TMP sprites can now use a Texture2DArray atlas
Can now embed button prompts in TMP text
Fixed bleed between sprites in pc-back.png
Fixed some issues with button prompts embedded in TMP text
Replace hint text with TMP_Text
Speech bubbles now use TMP_Text
Some fixes for button prompts embedded in TMP_Text
Support for embedded button prompts in world-space text
First pass at making speech bubbles world space
Replaced a bunch of old button prompts with the new prefab
New speech bubbles are mostly working
Fixed Switch build error
Fixed more warnings related to the new ButtonPromptIcon prefabs
Got rid of some legacy prefabs
Re-implemented speech bubble fading
Fixed button prompt substitutions for 2-axes
Better embedded button prompt scale / position
Fixed case where speech bubbles wouldn't update input type
Fixed speech bubble size on the Switch
Re-implemented speech bubble progress bars
Speech bubble movement tweaks
Support for <size> tags in FancyText
Fixed exception in the editor in Pxc_Animation
Fix for ListMenu input on Switch
Fixed case where leadboard error messages overlapped entries
Offload dynamic update work from the main thread
Fixed UnityException in PixelChunk DynamicUpdate on worker thread
More Pxc_PixelGroup optimisation
Force sprite atlases to be unloaded when changing stage
Switch performance summary
Fixed clearing SpriteAtlas
Fixed add SpriteAtlasesInvalidated too many times / not removing
Refactored how / when sprites get loaded / unloaded from atlases
Avoiding duplicate textures being loaded
NEX: periodically attempt to reconnect when connection lost
Added HostLogFileTraceListener for Switch
Fixed crash on setting SpriteChunkData
Make sure stage bullet archetype jobs are burst compiled
Some final generated keyframe job merging
Mark NativeArray fields as readonly in generated jobs
Merge branch 'quad-nre'
Refactor BulletSystems into one system, with many BulletArchetypes
Replace "System" with "Archetype" in json scripts
Updated .gitignore for new BulletArchetype generated stuff
Timing creating vs scheduling jobs
Merge branch 'master' into bullet-archetype
bulletSystemIgnoreOnUpdate -> bulletArchetypeIgnoreOnUpdate
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
Trying out ComponentTypeHandleCache<T>
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
Revert "Trying out ComponentTypeHandleCache<T>"
This reverts commit 2cf252ce8b01cdaad6ac370db9a3899676cb4ce0.
Attempt to ensure BulletArchetype jobs are scheduled in parallel
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
BulletArchetype generated job refactor to help with merging
Working on unifying parameters to BulletArchetype jobs
Finished refactoring BulletArchetype jobs so we can merge them
Per-stage bullet job generation
Finished merging BulletArchetype jobs
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
Merged bullet jobs parameter fixes
Merge remote-tracking branch 'origin/bullet-archetype' into bullet-archetype
Merge branch 'bullet-archetype'
Merge remote-tracking branch 'origin/master'
fix quad bossUnit null when shield respawns
nightmare speech bubble colors
Try only scheduling bullet AdvanceKeyframe jobs when 100% needed
UpdatePatternSystem job merging
Make sure generated keyframe systems run before PhysicsSystem
Updated Facepunch.ExpressionStrings
Make sure pooled pixel particles are cleared properly
Don't keep applying parent pattern deltas to ECS bullets after removal
Updated package manifest
Merged jobs in UpdateHashSystem
Fixed entities being skipped in keyframe property jobs, add BurstCompile
More robust dependency management in ScriptQuerySystem
Lots of generated ECS job merging
Merge branch 'master' of SpaceUsurperUnity
fix orb speech grammar mistake
Merge branch 'master' of SpaceUsurperUnity
nightmare tentacle sometimes shoots multiple sniper
fix quad rings pattern switching player targets
nightmare trench spinner pattern tweaks
tweak nightmare trench surrounding patterns
Show "MAX" on replay speed slider when >5x
Profiling fixes
Merge branch 'master' of SpaceUsurperUnity
Can now isolate sub-categories in perf-stats-plot.py
Disable PerformanceTestReplay
Cyrillic support for names in leadeboards
Limited support for CJK characters
Fixed pause screen leaderboard sometimes ignoring mouse input !redux_all !ecs
Don't re-use patterns until bullets are spawned
Put unit index in pxc GameObject name for debugging
Merge branch 'minion-suicide'
Fixed PlayerCollisionSystem relying on chunk order determinism
Merge branch 'orb-divergence'
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
Run UpdateHashSystem in LateFixedUpdateGroup
Merge branch 'master' into unity2020.3
Updated Jenkinsfile, Build.cs
Merge remote-tracking branch 'origin/unity2020.3'
Fixed possible NRE in StageID.GetAll()
Fixed possible divergence when enumerating entities
Merge branch 'orb-divergence'
adjust powerup colors again
fix bumper interaction with non-ECS bullets
certain bullets push player less while invulnerable
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'
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
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'
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
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