branchSpaceUsurperUnity/replayscancel
65 Commits over 31 Days - 0.09cph!
Replay player input type defaults to Controller
fixed issue with bullet pattern mirroring, some tweaks
stop recording replay after player death anim
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Test replay comments are now saved to a json file
dont respawn first form
bullet modifiers on shoot command
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Improved how nearby comment previews stack up
Can now hover over comment markers to preview them
Comments now have timeline markers, which they are ejected out of
Comments are now repelled by the player
Mockup of displaying comments
fixed line-circle intersection false positive
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked bullet danger slowdown a bit
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Made comment input a bit jucier
Merge remote-tracking branch 'refs/remotes/origin/replays'
Working on a comment input UI
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Replaced the wheel unit's CallMethod action
Added a FixedCallMethod playmaker action
unit Next gun shoot ordering
get next existing gun
added way to repeat playmaker CallMethod
wheel spoke pattern test
bullet pattern mirror modes
pattern mirror modes more flexible
tweaked circle bullet push effect, etc
tweaked diamond bullet pushing, keyboard movement lerping
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Added a restart button for when a replay has finished
Fixed the wrong time value being used in the replay UI
Fixed missed frames building up if replays are set to play back too fast
settings button
Fixed some bullets pausing for a frame when other bullets get removed
Added Utils.DynamicEaseTo
Now using DynamicEaseTo for keyboard movement / aiming
Player trail length is not framerate independent
Moved pixel flashing colour to dynamic updates
A warning is now emitted when a replay is from a different version of the game
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
update unity version
fixed dynamic easing of danger slowdown
reference frame rate of 60
Removed replay.spr
Added *.spr to .gitignore
Fixed Utils.DynamicEaseTo
Properly fixed Utils.DynamicEaseTo
can set pixelgroup prereqs to destroy
fixed bullet angle lerping
Fixed rendered position of objects flickering when the game is paused
Added Utils.DynamicEaseTo for quaternions
bullets lerp rotation properly, diamonds check collision based on angle
bullet angle renderangle
fixed bullet facing direction for non-angled bullets
OCD
Pause toggle should be safer for replays, fixed not being able to get out of a replay
Fixed UI when finished watching a replay
Leaderboard scores without a replay attached will get automatically replaced
first form of replay shows pxc background
merge
following bullets rotate, tweaked player movement a bit
reset bullet color timer properly
background grid shader
loading ui
standardized mouse aiming input a bit
increased mouse aim speed
removed some old pxcs
wheel unit
form spawn anim, pxc anims use names without path
reworked pxc animation timing
wheel form 0
wheel form 2
new unit shoot method
fixed playmaker actions triggering twice
Fixed divergence when resetting without the player dying
Updated jenkinsfile
Replay playback speed proof of concept
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Merge branch 'master' into replays
Fixed game.unity after merge
menu stage without player
cursor on menu, cant deselect all buttons
hide menu in gamestage
menu sprite
level button data
tentacle silhouette sprite
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 runtime errors after merge
Fixed compilation errors after merge
misc
level list ui
menu tweaks
refactored the way stage components are gotten
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
Watching replays from the leaderboard works!
Can now detect if a leaderboard entry has a replay attached
Fixed Utils.GetTimeString
Updated Facepunch.Steamworks
Working on replay uploading on highscore submit
Started work on replay uploading
Fixed HubStage not being included in stage list
Added Stage.CanRecordReplay, HubStage doesn't record
Added default values for new GameManager fields
tweaked pixel debris
removed powerup class, added bubble shield, etc
refactoring patterns, octopus done
tentacle partially converted to forms
working on respawning with child pxcs
fixed some issues with respawning while having child pxcs
fixed respawn core bug
tweaked pxc collision danger slowdown amount
form core handled like other parts
reworking spritecontroller animation
spritecontroller default anim
animated sprite controller
load spritesheet anims from json
rehooked up octopus
rehooked up tentacle, bullets can avoid player instead of homing
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
Replays are now ~0.05kb/s
Player input get reset at the end of replay playback
Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down
Fixed music not playing when restarting a replay
Fixed robot laser replay divergence
Another indeterminism fix
Fixed another cause of indeterminism
Found one cause of stage restart indeterminancy
Fixed explosive pixel indeterminism
Added music fade-in if playback starts midway through a song
Replay now records music playback location
Added rotation controller interpolation
Added StageNameAttribute, ability to override stage names for leaderboards
Added an editor menu item to automatically substitute non-deterministic FSM actions for deterministic ones