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4,266 Commits over 2,527 Days - 0.07cph!
merge
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Now skips comments that are outside of the replay time range
Working on a comment input UI
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Comment input mockup is done
Made comment input a bit jucier
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Mockup of displaying comments
Comments are now repelled by the player
Comments now have timeline markers, which they are ejected out of
Can now hover over comment markers to preview them
Improved how nearby comment previews stack up
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Test replay comments are now saved to a json file
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Replay player input type defaults to Controller
Merge remote-tracking branch 'refs/remotes/origin/replays'
stop recording replay after player death anim
fixed issue with bullet pattern mirroring, some tweaks
bullet modifiers on shoot command
fixed line-circle intersection false positive
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked bullet danger slowdown a bit
Replay playback speed proof of concept
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Merge branch 'master' into replays
Added replay playback UI
Fixed missed frames building up if replays are set to play back too fast
Fixed the wrong time value being used in the replay UI
Added a restart button for when a replay has finished
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Added a FixedCallMethod playmaker action
Replaced the wheel unit's CallMethod action
Merge remote-tracking branch 'refs/remotes/origin/replays'
tweaked circle bullet push effect, etc
tweaked diamond bullet pushing, keyboard movement lerping
pattern mirror modes more flexible
wheel spoke pattern test
bullet pattern mirror modes
added way to repeat playmaker CallMethod
unit Next gun shoot ordering
get next existing gun
Fixed divergence when resetting without the player dying
fixed playmaker actions triggering twice
wheel form 0
wheel form 2
new unit shoot method
reworked pxc animation timing
increased mouse aim speed
removed some old pxcs
wheel unit
form spawn anim, pxc anims use names without path
loading ui
standardized mouse aiming input a bit
following bullets rotate, tweaked player movement a bit
reset bullet color timer properly
first form of replay shows pxc background
merge
Leaderboard scores without a replay attached will get automatically replaced
Fixed UI when finished watching a replay
OCD
Pause toggle should be safer for replays, fixed not being able to get out of a replay
fixed bullet facing direction for non-angled bullets
bullets lerp rotation properly, diamonds check collision based on angle
Added Utils.DynamicEaseTo for quaternions
Fixed rendered position of objects flickering when the game is paused
can set pixelgroup prereqs to destroy
fixed bullet angle lerping
Properly fixed Utils.DynamicEaseTo
Fixed Utils.DynamicEaseTo
Removed replay.spr
Added *.spr to .gitignore
reference frame rate of 60
fixed dynamic easing of danger slowdown
settings button
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
A warning is now emitted when a replay is from a different version of the game
Moved pixel flashing colour to dynamic updates
Player trail length is not framerate independent
Now using DynamicEaseTo for keyboard movement / aiming
Added Utils.DynamicEaseTo
Fixed some bullets pausing for a frame when other bullets get removed
Moved gamplay updates to a fixed timestep
Fixed some button presses not being detected
Split updates into FixedUpdate and DynamicUpdate, moved most rendering stuff to DynamicUpdate
Fixed an NRE
Fix for some variance in dynamic update rates
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
Started work on replay recording
Possible fix for TargetException
Fixed a typo in a file name
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
Basic replays sort of working, not deterministic yet
Fixed some non-determinism
Some extra logging
Replays seem to be fully deterministic in the Test stage
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/Player/Components/Player_Collision.cs
# Assets/Scripts/Player/Components/Player_Input.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
# Assets/Scripts/Stages/StageComponents/Stage_DebugLines.cs
# Assets/Scripts/Stages/StageComponents/Stage_Player.cs
# Assets/Scripts/Units/Test/TestUnit.cs
New replay format to make adding diagnostic data easier, smaller size
Fixed non-determinism when using a controller
Renamed random instances to match UpdateFixed vs UpdateDynamic
Added deterministic Wait and RandomWait FSM state actions
Added delta time replay diagnostic
Fixed one source of the time dilation divergence
Tentacle stage now sets its StageID
New StageID system
Demo stops recording when you beat a level
Fix for NRE on robot level
Started work on a code analysis tool to find nondeterminism leaks
Omitted from last commit
Code analysis can now find all methods marked with AssertFixed / AssertDynamic
More static analysis
Basic non-determinism leak analysis working
Playmaker non-determinism seems fixed!
Re-enabled danger time scale
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/Player/Components/Player_Body.cs
# Assets/Scripts/Player/Components/Player_Boosting.cs
# Assets/Scripts/Player/Components/Player_Braking.cs
# Assets/Scripts/Player/Components/Player_Camera.cs
# Assets/Scripts/Player/Components/Player_Hitbox.cs
# Assets/Scripts/Player/Components/Player_Input.cs
# Assets/Scripts/Player/Components/Player_Trail.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Units/Robot/Robot.cs
Fixed another cause of nondeterminism
New replay format, reduced file size to <1kb/s when omitting diagnostic data
Fixed kb/s printout
Added FixedSendRandomEvent FSM action
Fixed Rand.Fixed debug printing when TestDivergeFrame is -1
Another cause of indeterminism
Added an editor menu item to automatically substitute non-deterministic FSM actions for deterministic ones
Added StageNameAttribute, ability to override stage names for leaderboards
Added rotation controller interpolation
Replay now records music playback location
Added music fade-in if playback starts midway through a song
Fixed explosive pixel indeterminism
Found one cause of stage restart indeterminancy
Fixed another cause of indeterminism
Another indeterminism fix
Fixed robot laser replay divergence
Fixed music not playing when restarting a replay
Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down
Player input get reset at the end of replay playback
Replays are now ~0.05kb/s
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Resources/Units/Octopus.prefab
# Assets/Resources/Units/OctopusTurret.prefab
# Assets/Resources/Units/TentacleMonster.prefab
# Assets/Scenes/game.unity
# Assets/Scripts/Chunks/PixelGroupChunk.cs
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/ImportManager.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Body.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Components/Player_Powerups.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage/TentacleStage.cs
# Assets/Scripts/Stages/Levels/YellowStage/YellowStage.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Portal/Gate.cs
# Assets/Scripts/Units/Portal/Portal.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/Tentacle.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
# Assets/Scripts/Units/UnitComponents/Unit_Pxc.cs
# Assets/Scripts/Units/YellowGuy/YellowGuy.cs
Fixed errors after merge
Added default values for new GameManager fields
Fixed FSM actions
Added Stage.CanRecordReplay, HubStage doesn't record
Fixed HubStage not being included in stage list
Fixed standalone builds
Started work on replay uploading
Updated Facepunch.Steamworks
Working on replay uploading on highscore submit
Can now detect if a leaderboard entry has a replay attached
Fixed Utils.GetTimeString
Watching replays from the leaderboard works!
Moved leaderboard UI to a prefab to make merging easier
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/UI/LeaderboardUIController.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Collision.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/PixelGroup.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Arena.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Stages/StageComponents/Stage_SpriteAnimations.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/Test/TestUnit.cs
Fixed compilation errors after merge
Fixed runtime errors after merge
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Plugins/Mono.Cecil.meta
# Assets/Resources/SpriteRecipes/level.meta
# Assets/Resources/Stages.meta
# Assets/Scenes/game.unity
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/LevelSelectUI.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Units.cs
# Assets/Scripts/Units/Unit.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
Fixed game.unity after merge
Added dynamic input updating
tentacle silhouette sprite
menu stage without player
cursor on menu, cant deselect all buttons
hide menu in gamestage
menu sprite