5,204 Commits over 2,710 Days - 0.08cph!
ECS support for bulletTimeScale alias
Fixed Switch leaderboard service not fetching leaderboard stats
Updated Facepunch.ExpressionStrings
Fixed unity onPartHit callback with ECS bullets
Fixed ECS bullets that don't use a sprite atlas
Added an editor menu item to print bullet system IDs
Fixed random state not being preserved in ECS bullets
Updated Facepunch.ExpressionStrings
Keyframe animated property default values / constant writing refactor
Fixed some issues with pixelDamagePercent in ECS bullets
Pxc_Animation SetFrame optimisation for clearing pixel colours
Attempt to reduce leaderboard requests on startup
Fixed Switch build error
Increase max cache age for stage scores if not selected
Main menu parallax fixes
WIP Switch LeaderboardService refactor
fix claw revenge bullet targeting
misc balance
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
added some explosive pixels to easy trench form0
Merge branch 'master' of SpaceUsurperUnity
misc balance
Updated .gitignore
Merge remote-tracking branch 'origin/master'
Fixed bullet systems referencing resources directly
WIP ECS loop rewrite
ECS loop refactor to support arbitrary loopStart loopEnd
Show ECS bullet keyframe number in gizmo text
Added support for chance / loopModulus in ECS bullets
Hide settings when playing replay from host PC
Mirrored bullet angles support for ECS bullets
Save / play replays from host PC on Switch
Added a way to compare DynamicEaseTo optimisations
Possible fix for legacy replay divergence
CoreLayer optimisation
DynamicEaseTo optimisation for Switch
Pxc_PixelGroup dynamic update staggering
Fully disable bullet systems with no bullets
Fixed some errors in PhysicsSystem OutOfBoundsJob
Bullet system profiling
Pxc_Texture can now use 4 bit exponent encoding
Support comments in perf stats category file
Temp fix for flashing pixels
Profiling for BulletSystemGroup
Fixed despawn animation regression in ECS bullets
Bullet jobs now check if bullets are despawning
Pxc_Texture size optimizations
Some possible Pxc_Texture performance fixes for Switch
fix orb target bullets
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
orb tweaks, etc
tweaked trench background
smooth out hunter form2 initial aiming speed
tweaked pixelgroup damaged colors
octopus unit border warning
increase oracle hp for easy mode
Fixed per-update keyframe properties not being applied to later frames
Fixed condition for adding VelocityData / MoveToTargetData
Stop despawning bullets from moving
Working on fully supporting ECS bullet parenting / anchoring
ECS bullet render system profiling
Only clear depth when using dynamic scaled background
Fixed redux bake error
tweak floater size
fuse player camera zoom
fix hard octopus minion spawn position
tweaked easy frame balance
reduce player bullet speed on switch
misc fixes
drone cant damage player on easy
tweaked turret/drone bullets for switch
more damage float & switch bullet stuff
Damage floater colour alpha isn't ignored, scale can be overridden
Rename "DamageNumber" to "DamageFloater"
Fixed damage floater kerning
Fixed exception on non-ECS stages
New damage number sprites
Damage floater systems refactor, fixed ECB system usage
damage floaters
dont spawn traps in easy mode
Example of spawning new damage floaters
ShapeInstanced shader tweaks to support non-square atlas grids
WIP new damage floaters
Finished new damage floater system
Fixed PixelGroup depth sorting
Bullet spawning profiling
Fixed ECS bullets lerping between per-update properties
Fixed some ECS bullets missing sprites
Fixed possible exception when disposing a BulletQuery
Button prompt icons in pause menu tweak for Switch
Working on changing how damage numbers are rendered
Fixed ECS rect bullets not using scale when detecting collision
Fixed possible crash in ECS OutOfBoundsJob
Fixed debug ignore collisions with ECS bullets
Fixed case where OnOutOfBounds callbacks would spam
Fixed ECS RemoveWhenOutOfBounds
Added ways to investigate why ECS bullets despawn
Fixed case where ECS bullets wouldn't ignore the right unit
Fixed legacy replays diverging
Fixed crash on trench stage on Switch
Only load hints after script cache is loaded
Fixed ECS OnLifetimeFinished callback not being called in some cases
Fixed ECS bullets spawned by a pattern not having the right velocity
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
Updated generated keyframe animated components
Finished off BulletQuery job system
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Non-ECS BulletQuery support
Fixed ECS loop / idle logic
Fixed ECS bullet cantBeIgnored
Disabled bullet system generation for some unsupported bullets
Fixed cases where local timescale wasn't applied to ECS bullets
Fixed translation key regex
Fixed Switch build error
Confirm prompt scaling on Switch
Fixed ECS bullet target move mode
Fixed ECS bullet target facing direction mode
Fixed not setting BulletDamageSource when hitting an ECS bullet
TODO for diamond ShrinkToFront ECS support
Fixed stage loading animation jerkyness
Started work on scriptable bullet jobs
Baking refactor to allow passing HotloadedData instances directly
Fixed stage loading animation jerkyness
Fixed ECS bullet despawnAfterKeyframes handling
Fixed a few causes of ECS bullet warning being too bright
ballpit background tweaking
fix mech 2nd form powerup direction
quad background
credits background
Merge branch 'master' of SpaceUsurperUnity
sliders background
Propagate component references to parent scopes
Check for FlagAttribute when setting component data
Use an attrib to mark universal components
VelocityData now has a corresponding flag
remaining invasion backgrounds
Working on background dynamic scaling
Testing out rendering backgrounds at 1/2 width / height on Switch
tweaked player death sfx
Merge branch 'master' of SpaceUsurperUnity
intro background tweaks
octopus backgrounds
mech backgrounds
fuse backgrounds
trench backgrounds
more backgrounds
Experimenting with resolution scaling for backgrounds on Switch
Fixed some blending issues in BackgroundLayer shader
Intro stage star flicker fixes
Use fixed4 for colour array in background shader
Only use 1 channel textures in background rendering
Fixed background rendering on Switch