branchSpaceUsurperUnity/mastercancel

4,276 Commits over 2,710 Days - 0.07cph!

4 Years Ago
Fixed NRE in AnimatedSpriteController
4 Years Ago
Delayed when AnimatedSpriteController creates a renderer Fixed error on non-redux stages Hide comments when showing leaderboards in pause menu
4 Years Ago
Added BulletSystemMethodCall MethodCallGenerator Added child bullet support / ECS bullet anchors for patterns A bunch of ECS fixes Per-update target rotation, velocity mode support
4 Years Ago
Fixed progress bar when generating bullet systems Removing when out of bounds / clamping to bounds support
4 Years Ago
Made sure DynamicEaseTo is burst compilable Facing modes, sizeMultiplier support
4 Years Ago
corelayer color blink uses EffectTime instead of stage time invasion core wip Merge branch 'master' of SpaceUsurperUnity hard invasion cores
4 Years Ago
Fixed bullet system codegen regression OnKeyframe, isPositive support Circle skew property support
4 Years Ago
Fixed another issue with BulletsInRadiusEnumerable
4 Years Ago
new laser core hard laser cores Merge branch 'master' of SpaceUsurperUnity hard storm cores
4 Years Ago
Simplified CallMethod generated code a bit Fixed BulletsInRadiusEnumerable
4 Years Ago
hard tentacle cores Merge branch 'master' of SpaceUsurperUnity hard orb cores hard claw cores hard frame cores Merge branch 'master' of SpaceUsurperUnity
4 Years Ago
Added EnumerableForEachMethodCallGenerator
4 Years Ago
Fixed some invalid codegen
4 Years Ago
hard mech cores hard execution cores hard trench cores Merge branch 'master' of SpaceUsurperUnity hard onion cores hard hunter cores
4 Years Ago
Player bullets now fully supported by ECS code gen
4 Years Ago
Basic MethodCallGenerator framework Support for calling subroutines from BulletSystems
4 Years Ago
nightmare medal times hard intro cores hard octopus cores Merge branch 'master' of SpaceUsurperUnity
4 Years Ago
Now using IJobChunk for keyframe updates
4 Years Ago
credits progress func credits music & tweaks tweaked normal medal times
4 Years Ago
More unit collision ECS code gen
4 Years Ago
Moved lifetime job to its own system, trying out IJobChunk More system refactoring
4 Years Ago
json fixes fix reroll tether despawn on hit properly Merge branch 'master' of SpaceUsurperUnity ballpit sfx edgerunner effects
4 Years Ago
Big BulletSystem codegen refactor
4 Years Ago
more ballpit sfx strings cleanup Merge branch 'master' of SpaceUsurperUnity
4 Years Ago
Updated Jenkinsfile
4 Years Ago
Updated Jenkinsfile with ECS cleanup test
4 Years Ago
Updated .gitignore ECS codegen support for more collision related bullet properties OnLifetimeFinished ECS codegen support Fixed referencing player in generated BulletSystem callbacks ECS bullet sprite changing support Bulk of ECS bullet vs unit pixel collisions done
4 Years Ago
build fix
4 Years Ago
build fix
4 Years Ago
income and pity income display ballpit sfx Merge branch 'master' of SpaceUsurperUnity Merge branch 'master' of SpaceUsurperUnity ballpit music wip more ball pit sfx, duplicate fix
4 Years Ago
BulletSystem moveAngle support Fixed generated BulletSystem fading out
4 Years Ago
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4 Years Ago
Generated BulletSystems now put in a separate assembly Updated Jenkinsfile
4 Years Ago
Merge branch 'master' into switch-performance Added DefaultProperty attribute, to avoid ParameterPassthrough usage Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60 Fixed redux bake error Added offline mode for Switch Save replay performance to host even on diverge Save replay file to host on switch Revert "Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60" This reverts commit 95aec4ac6181727d3e26da4be6b3299d20b95c8b. Save test replay to host when starting to watch Fixed case where cached ActionList methods weren't found Mockup of components / system for an ECS-based bullet Basic rendering of ECS-based bullets Fixed despawning of example ECS-based bullet Example ECS bullet jobs are now burst compiled First pass at rendering ECS bullets with DrawMeshInstanced More efficient ECS bullet rendering using DrawMeshInstancedIndirect Rewrite ECS bullet demo, simplifying how keyframes work New ECS bullets are now depth sorted correctly relative to old stuff Cleanup all manually created systems on stage exit Some cleanup before working on ECS codegen Rewrite example bullet system to get rid of boilerplate Discover and store BulletSystem references while baking Create BulletSystems from ScriptingCache on stage init ECS bullets can now be spawned like normal bullets from json Fixed ECS bullet blinking Grid2 bullet visuals now using ECS Fixed typo in ShapeInstanced shader Made sure ECS bullet systems are created in a deterministic order BulletSystem refactor, working on PlayerCollisionSystem Main structure of PlayerCollisionSystem done Fixed ECS bullet collision info not taking scale into account Fixed issue with PlayerCollisionSystem dependency management Collision for diamond ECS bullets seems to work Changed how bullets are tied to systems, added BulletSystem.OnHitPlayer Refactored spawn and update for ECS bullets Working on onion/pattern/turn as an ECS bullet ECS bullets can now be moved / rotated by BulletPatterns ECS bullets can now despawn when their parent pattern finishes Refactored ECS bullet collisions, added circle collisions ECS bullet graze and push force ECS bullet physics, including repelling Split up bullet components into separate files Refactor ECS RepelBullets ECS bullets have individual time scales AddTimeScale for ECS bullets ECS bullet flash color Fixed error on player death from ECS bullet hit Fixed ECS bullet flash on player hit Reduced some repetition in bullet system definitions ECS bullets now keep track of their own local time ECS bullets can now have lifetimes Bullet acceleration, implemented onion simplespokes.bullet Stage components now have explicitly defined update orders Moved managed job from PlayerCollisionSystem to run at end of update Onion simpleSpokes.bullet2 system Fixed rotation in ShapeInstanced.shader when using property buffers Can now have ECS bullet properties that are updated every fixed update Frame diamondShot4.bullet ECS implementation Frame diamondShot2.bullet ECS implementation Fixed Switch build error Fixed ECS bullets having 0 mass by default Fixed possible exception when validating replays Fixed legacy bullet properties not being set RenderSpriteSystem / AnimateSpriteSystem updates now managed by unity Using ComponentSystemGroups for ECS bullet systems Refactored PlayerCollisionSystem to deal with per-update shape changes Fixed bug with ECS diamond-player collision detection Components for PlayerCollisionSystem refactor Working on ECS border warning Fixed standalone build error Made sure BorderWarningSystem can be auto-created BorderWarningSystem seems to work Smarter job scheduling for ECS border warnings Cached BulletSystems are invalidated on stage change Started work on some ECS system codegen Basic BulletSystem code gen working BulletSystem code gen simple loop support Moved BulletSystem code gen to an editor assembly BulletSystem code gen now supports expressions with parameters BulletSystem codegen starting speed support BulletSystem codegen cleanup, error for per-update properties Simplified BulletSystem generation to not need bake result Some nice progress bars for generating BulletSystems Nicer temp variable identifier generation Fixed ECS codegen for structs like Vector2 Added ECS code gen errors for unsupported ActionLists Updated Facepunch.ExpressionStrings Working on per-update animated property codegen Updated Facepunch.ExpressionStrings Big BulletSystem codegen refactor, working for a bunch of bullets now Fixed exception in BorderWarningSystem after resetting stage BulletSystems can now use RNG BulletSystem lifetime can now be an expression BulletSystem despawn styles, circle skew BulletSystem useRawDeltaTime support BulletSystem noCollisionLeniency support Updated Facepunch.ExpressionStrings Some BulletSystem expression generation cleanup, player support Some nicer conversion between Color and float4 in generated code Automatically detect generated BulletSystem classes Updated Facepunch.ExpressionStrings Don't error when failing to find generated BulletSystems Only update BulletSystems that have spawned bullets Only use BulletSystems on stages that enable it Now don't need to generate a list of supported BulletSystems on bake Enabled BulletSystem generation for all redux stages Updated Facepunch.ExpressionStrings Added way to find out which unsupported fields are most common Removed manually written BulletSystems Added BulletSystem support for per-update circle radius Support for volleyNum and patternNum in BulletSystem codegen Started work on generating BulletSystem event handlers Finished off BulletSystem callback codegen, added OnHitPlayer support Refactored BulletSystem shape handling, added ShapeUpdateSystem Refactored BulletSystem.OnSpawnBullet BulletSystem border warning color / glow / minOpacity codegen Fixed typo in ShapeUpdateSystem Keyframe / per-update animated properties now set complement to 1f Fixed keyframe animated properties in generated BulletSystems Merge branch 'master' into switch-performance Fixed SetValue codegen when using arrays Fixed FloatingText sort order Fixed an ECS warning Fixed typo in ShapeInstanced.shader
4 Years Ago
snipe powerup powerup spawn warning ultimatum powerup buy round sfx some more giver patterns bg color/cloud progression
4 Years Ago
converge effect bullet reverted ignorePlayerCollision change, fixed reroll again hit_money powerup fix homing targeting fix turret ownership steal powerup confuse powerup
4 Years Ago
dash mastery powerup shield generator powerup tenacity powerup luck affects boosterPack status callback onPlayerActivateStatus repeller powerup tether vine powerup rand.PointInRect ignorePlayerCollision can use PerUpdate fix reroll bug
4 Years Ago
build fix
4 Years Ago
tether powerup tether tweaks boosterPack powerup
4 Years Ago
shop randomness reroll wip reroll shop items remove reroll when all items bought teleport powerup
4 Years Ago
cleanup remove shouldEnterBuyPhase gather effect createArrayFromRange, shuffleArray renaming more player vars
4 Years Ago
build fix
4 Years Ago
edgerunner wall indicator edgerunner reward changed kiosk item numbers rearranged kiosk positions made shield rare railgun powerup added slowmo refactored state progession money spawn in buy round rename player variables vomit is purple persecute powerup
4 Years Ago
build fix, edgerunner powerup
4 Years Ago
airstrike sfx, etc airstrike/remote bumper start on enemy side powerup balancing duplicate powerup snipe powerup playtest changes, potential snipe angle fix rename snipe to richochet hell powerup upgrade powerup powerup lvl floater shows MAX upgrade icon
4 Years Ago
potential buy phase fix ball sprite tweaks more bullet color stuff ball color playtest fixes and sfx wall powerup
4 Years Ago
shield balancing green and blue balls cant boost/blink during buy phase tweaked tip text
4 Years Ago
ball pit intro tips skip wont spawn on player round text buy label potential fix for ballpit round issue fix tweak fix fade giving player gun fixed kiosk prices, kiosk rarity changed some powerup rarity adjusted tooltips bump sfx more sfx reworked free shields
4 Years Ago
credits bg color
4 Years Ago
finished hazard attacks credits stage balance tweaks zapped pattern enemy powerup pattern tweaked zap pattern credits enemy attacks