branchSpaceUsurperUnity/switch-performancecancel

29 Commits over 31 Days - 0.04cph!

Yesterday
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
comment
2 Days 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
comment
3 Days 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
comment
4 Days 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
comment
4 Days 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
comment
6 Days Ago
ECS bullet physics, including repelling
comment
6 Days 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
comment
7 Days Ago
Refactored spawn and update for ECS bullets Working on onion/pattern/turn as an ECS bullet
comment
7 Days 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
comment
8 Days Ago
Fixed ECS bullet collision info not taking scale into account
comment
8 Days Ago
Main structure of PlayerCollisionSystem done
comment
9 Days Ago
BulletSystem refactor, working on PlayerCollisionSystem
comment
9 Days Ago
Grid2 bullet visuals now using ECS Fixed typo in ShapeInstanced shader Made sure ECS bullet systems are created in a deterministic order
comment
9 Days 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
comment
10 Days Ago
Some cleanup before working on ECS codegen Rewrite example bullet system to get rid of boilerplate
comment
11 Days Ago
Cleanup all manually created systems on stage exit
comment
11 Days Ago
New ECS bullets are now depth sorted correctly relative to old stuff
comment
12 Days Ago
Rewrite ECS bullet demo, simplifying how keyframes work
comment
14 Days Ago
First pass at rendering ECS bullets with DrawMeshInstanced More efficient ECS bullet rendering using DrawMeshInstancedIndirect
comment
15 Days Ago
Basic rendering of ECS-based bullets Fixed despawning of example ECS-based bullet Example ECS bullet jobs are now burst compiled
comment
16 Days Ago
Mockup of components / system for an ECS-based bullet
comment
17 Days 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
comment
18 Days Ago
Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60 Fixed redux bake error
comment
18 Days Ago
Added DefaultProperty attribute, to avoid ParameterPassthrough usage
comment
18 Days 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
comment
35 Days Ago
Some more options for perf-stats-plot.py Show 95 and 99 percentiles in perf-stats-plot.py
comment
35 Days 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
comment
37 Days Ago
Fixed profiler error Optimized Pxc_Animation.SetFrame
comment
37 Days Ago
More detailed profiling in Switch release builds
comment