branchSpaceUsurperUnity/switch-performancecancel

45 Commits over 62 Days - 0.03cph!

4 Months Ago
Fixed FloatingText sort order Fixed an ECS warning
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4 Months Ago
chippy logo crawler more credits crawlers some scores crawlers rest of the score crawlers credits stuff chippy crawler more credits crawlers and powerups Fixed case where cached ActionList methods weren't found Fixed redux bake error refactor base crawler credits text colors Merge branch 'master' of SpaceUsurperUnity credits enemy credits stuff credits array credits hazard, etc crawler attacks enemy stun attack zap dontDropShields credits enemy attack sfx tweak credits crawlers edited rest of the crawlers credits powerups attempt to fix speech bubble size more credits powerups more editing credits units hazard attacks finished hazard attacks credits stage balance tweaks zapped pattern enemy powerup pattern tweaked zap pattern credits enemy attacks credits bg color 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 shield balancing green and blue balls cant boost/blink during buy phase tweaked tip text potential buy phase fix ball sprite tweaks more bullet color stuff ball color playtest fixes and sfx wall powerup 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 build fix, edgerunner powerup 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 build fix cleanup remove shouldEnterBuyPhase gather effect createArrayFromRange, shuffleArray renaming more player vars shop randomness reroll wip reroll shop items remove reroll when all items bought teleport powerup tether powerup tether tweaks boosterPack powerup build fix 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 converge effect bullet reverted ignorePlayerCollision change, fixed reroll again hit_money powerup fix homing targeting fix turret ownership steal powerup confuse powerup snipe powerup powerup spawn warning ultimatum powerup buy round sfx some more giver patterns bg color/cloud progression Fixed keyframe animated properties in generated BulletSystems Merge branch 'master' into switch-performance Fixed SetValue codegen when using arrays
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4 Months Ago
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
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4 Months Ago
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
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5 Months Ago
Enabled BulletSystem generation for all redux stages Updated Facepunch.ExpressionStrings Added way to find out which unsupported fields are most common
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5 Months Ago
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
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5 Months Ago
Some nicer conversion between Color and float4 in generated code Automatically detect generated BulletSystem classes Updated Facepunch.ExpressionStrings
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5 Months Ago
BulletSystem useRawDeltaTime support BulletSystem noCollisionLeniency support Updated Facepunch.ExpressionStrings Some BulletSystem expression generation cleanup, player support
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5 Months Ago
Fixed exception in BorderWarningSystem after resetting stage BulletSystems can now use RNG BulletSystem lifetime can now be an expression BulletSystem despawn styles, circle skew
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5 Months Ago
Updated Facepunch.ExpressionStrings Working on per-update animated property codegen Updated Facepunch.ExpressionStrings Big BulletSystem codegen refactor, working for a bunch of bullets now
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5 Months Ago
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
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5 Months Ago
BulletSystem code gen simple loop support Moved BulletSystem code gen to an editor assembly BulletSystem code gen now supports expressions with parameters
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5 Months Ago
Started work on some ECS system codegen Basic BulletSystem code gen working
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5 Months Ago
Smarter job scheduling for ECS border warnings Cached BulletSystems are invalidated on stage change
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5 Months Ago
Fixed standalone build error Made sure BorderWarningSystem can be auto-created BorderWarningSystem seems to work
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5 Months Ago
Working on ECS border warning
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5 Months Ago
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
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5 Months Ago
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
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5 Months Ago
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
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5 Months Ago
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
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5 Months Ago
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
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5 Months Ago
ECS bullet physics, including repelling
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5 Months Ago
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
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5 Months Ago
Refactored spawn and update for ECS bullets Working on onion/pattern/turn as an ECS bullet
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5 Months Ago
Fixed issue with PlayerCollisionSystem dependency management Collision for diamond ECS bullets seems to work Changed how bullets are tied to systems, added BulletSystem.OnHitPlayer
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5 Months Ago
Fixed ECS bullet collision info not taking scale into account
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5 Months Ago
Main structure of PlayerCollisionSystem done
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5 Months Ago
BulletSystem refactor, working on PlayerCollisionSystem
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5 Months Ago
Grid2 bullet visuals now using ECS Fixed typo in ShapeInstanced shader Made sure ECS bullet systems are created in a deterministic order
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5 Months Ago
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
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5 Months Ago
Some cleanup before working on ECS codegen Rewrite example bullet system to get rid of boilerplate
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5 Months Ago
Cleanup all manually created systems on stage exit
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5 Months Ago
New ECS bullets are now depth sorted correctly relative to old stuff
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5 Months Ago
Rewrite ECS bullet demo, simplifying how keyframes work
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6 Months Ago
First pass at rendering ECS bullets with DrawMeshInstanced More efficient ECS bullet rendering using DrawMeshInstancedIndirect
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6 Months Ago
Basic rendering of ECS-based bullets Fixed despawning of example ECS-based bullet Example ECS bullet jobs are now burst compiled
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6 Months Ago
Mockup of components / system for an ECS-based bullet
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6 Months Ago
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
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6 Months Ago
Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60 Fixed redux bake error
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6 Months Ago
Added DefaultProperty attribute, to avoid ParameterPassthrough usage
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6 Months Ago
claw easy balance Merge branch 'master' of SpaceUsurperUnity Merge branch 'master' of SpaceUsurperUnity laser easy balance storm easy balance moved some easy mech pixel settings Merge branch 'master' of SpaceUsurperUnity invasion easy balance build !redux build !redux !easy !nightmare update jenkinsfile !redux !easy !nightmare drop effect balance changes changed starting shield amounts more easy balance cleanup powerupTriple can get powerups while intangible fix hunter powerup hard hunter balance hard orb balance hard frame balance, etc added CampaignData.orderIgnoresLockedState build !redux !easy !nightmare songs check if CurrentCore is null !redux !easy !nightmare Merge remote-tracking branch 'origin/master' fix hard mech !redux !easy !nightmare Merge remote-tracking branch 'origin/master' Merge branch 'switch-performance' Updated Facepunch.ExpressionStrings Fixed divergence related to stageTime being set in the wrong place Removed switch NativeLog test misc balance credits bounds Merge branch 'master' of SpaceUsurperUnity laserSight powerup laser sight icon, fix when have no gun credits stuff more credits pixels ffd icon laser sight lost when hit credits text more credits text credits crawler text Merge branch 'master' into switch-performance
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6 Months Ago
Some more options for perf-stats-plot.py Show 95 and 99 percentiles in perf-stats-plot.py
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6 Months Ago
Fixed nested performance stats category names Added performance stats to Pxc components Got rid of native calls when timing replay validation Unit component profiling in Switch release builds Fixed nested categories in perf-stats-plot.py
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6 Months Ago
Fixed profiler error Optimized Pxc_Animation.SetFrame
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6 Months Ago
More detailed profiling in Switch release builds
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