5,204 Commits over 2,710 Days - 0.08cph!
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
rehooked up tentacle, bullets can avoid player instead of homing
spritecontroller default anim
animated sprite controller
load spritesheet anims from json
Replays are now ~0.05kb/s
reworking spritecontroller animation
form core handled like other parts
tweaked pxc collision danger slowdown amount
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
fixed some issues with respawning while having child pxcs
working on respawning with child pxcs
Found one cause of stage restart indeterminancy
Fixed explosive pixel indeterminism
tweaked pixel debris
removed powerup class, added bubble shield, etc
refactoring patterns, octopus done
tentacle partially converted to forms
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
Fixed Rand.Fixed debug printing when TestDivergeFrame is -1
Another cause of indeterminism
Fixed kb/s printout
Added FixedSendRandomEvent FSM action
Fixed another cause of nondeterminism
New replay format, reduced file size to <1kb/s when omitting diagnostic data
repel bullets over time, lerp impulse friction
lerp friction for movementcontrollers
tweak bullet danger slowdown
bullets use impulse velocity
tentacle diamond bullets
fixed keyboard movement lerping
removed braking and boosting
diamond bullets for octopus
robot diamond bullets
cleaned up gamemanager
cleanup, better pixel explosions
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
Re-enabled danger time scale
Playmaker non-determinism seems fixed!
cleanup, better pixel explosions
Basic non-determinism leak analysis working
diamond bullets for octopus
robot diamond bullets
cleaned up gamemanager
Code analysis can now find all methods marked with AssertFixed / AssertDynamic
Started work on a code analysis tool to find nondeterminism leaks
Omitted from last commit
Fix for NRE on robot level
New StageID system
Demo stops recording when you beat a level
removed braking and boosting
lerp friction for movementcontrollers
tweak bullet danger slowdown
bullets use impulse velocity
tentacle diamond bullets
fixed keyboard movement lerping