branchSpaceUsurperUnity/mastercancel
4,276 Commits over 2,710 Days - 0.07cph!
refactored pixels/pixelgroup spawning
removed some comments
moved a couple classes into their own files
simplified unit spawning
refactored some unit form stuff for clarity
some more unit form refactoring
Replay validater works in -nographics mode
Fixed FuseBoss divergence
Fixed FuseEnemy2 divergence
Fixed possible incorrect validation average frame time reporting
Added some timing data to validation
Experimental replay validation batchmode thing
Can now slow down divergence tests
Now always using the same random seed in Init()
Now automatically looks for debug versions of replays
Fixed another source of PlayerTempEffect divergence
Removed some red herring determinism assertions
TempEffectSlow determinism fix
fixed moving wall level pixel connections
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
remove powerup behind player instead of in front
RopeNode class, fixed a bug when units Bounds isnt set properly
Gradually closing in on the cause of the divergence
Fixed some diagnostics false positives
Added a bunch more divergence diagnostics
Can now test divergences between a specific range of frames
Added timescale determinism assertion
Fixed watched values being discarded
fix unit bulletPatternHandler null ref
hide cursor when switching to controller
made free mouse aiming the default
pause after victory to prevent sfx ear rape
Fix for fuse stage divergence
Divergence diagnostic improvements
Fixed options menu being behind the leaderboard
Added more replay diagnostics
Merge branch 'master' of SpaceUsurperUnity
fixed unit position divergence
reworked fuse boss/laser
laser wall power indicator
new attack for fuseenemy2, balance
tweaked fuseboss colors
Clicking on RESTART in the menu now calls the right method
Fixed possible divergence
Possible fix for fuse divergence
added fuse stage to menu, changed some sfx
diff fuse enemy
fixed line particle jitter
score submitted and replay archived after fade to black
line particles from bullet patterns have their start times simulated like bullets
bullet patterns can specify a charging color
bullets define whether they are positive on each keyframe
pixelgroups glow a lot as they are charging patterns
fixed freezing bug when getting max powerups
fixed a pxc background opacity issue
fuse enemy spawning positions
fix pxc background tint
units can set custom bounds
unit went out of bounds callback
simplified changing sfx pitch based on remaining health
slow down unit spawn, dont animate unit pxcs when destroyed
cached some pixeldata properties
effect on pxc background for recently disconnected pixels
vibrate when starting/ending reversecontrols effect
tweaked some vibration values
properly find pixelgroup center offset even with irregular shapes
fixed a position issue when pixelgroups are scaling; fixed a renderposition issue
reduced pixelgroup jitter further with scaling tweak
reduced some redundant pixelgroup calculations
change player trail widths over time
reworked pixelgroup position code
fixed lasers hitting inactive units, etc
calculate unit render angle
change unit alpha when overlapping other units
change target bullet graphics
temp effect that shoots pattern where player is aiming
reverse controls temp effect
control tweaks
clear temp effects bullet effect
quad spritesheet -> 4096x4096
temp effect shoot pattern
cancel temp effect timers properly
diff bullet effects can have diff graze strength
temp effect bullet visuals
some temp effect cleanup
quads made up of 4 tris instead of 2
bullet wobble
octopus repel bullet uses temp slow effect
player temp effect handler
temp effects control a bullet
unit facing vector
can power up fuse laser with bullets
fixed pixel chunk rotation
units handle facing direction rotating, pxcs require a unit
pxc offset works with facing direction rotation
unit RotateToFace method
Rotation overhaul
Fixed camera shake
Merge branch 'master' into rotations
Merge branch 'master' into rotations
Fixed Rotation.Normalize
Merge branch 'rotations' of SpaceUsurperUnity into rotations
reset player camera on stage restart
pxc collision works mid-rotation
fixed planet rotation
fixed pixelgroup rotation
clamp pxc animation frame
Changed how diagnostics reset, added diagnostics to Unit
Removed old code analysis system for determinism
Working on being able to immediately see which values diverge
Merge branch 'master' into diagnostics
Finished off basic divergence testing
Merge branch 'diagnostics'