repoSpaceUsurperUnitycancel
3 Years Ago
Fixed Utils.DynamicEaseTo
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3 Years Ago
Removed replay.spr Added *.spr to .gitignore
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3 Years Ago
reference frame rate of 60
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3 Years Ago
fixed dynamic easing of danger slowdown
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3 Years Ago
update unity version
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3 Years Ago
settings button Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
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3 Years Ago
A warning is now emitted when a replay is from a different version of the game
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3 Years Ago
Moved pixel flashing colour to dynamic updates
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3 Years Ago
Player trail length is not framerate independent
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3 Years Ago
Now using DynamicEaseTo for keyboard movement / aiming
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3 Years Ago
Added Utils.DynamicEaseTo
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3 Years Ago
Fixed some bullets pausing for a frame when other bullets get removed
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3 Years Ago
Moved gamplay updates to a fixed timestep Fixed some button presses not being detected Split updates into FixedUpdate and DynamicUpdate, moved most rendering stuff to DynamicUpdate Fixed an NRE Fix for some variance in dynamic update rates Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs Started work on replay recording Possible fix for TargetException Fixed a typo in a file name Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs Basic replays sort of working, not deterministic yet Fixed some non-determinism Some extra logging Replays seem to be fully deterministic in the Test stage Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/Player/Components/Player_Collision.cs # Assets/Scripts/Player/Components/Player_Input.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs # Assets/Scripts/Stages/StageComponents/Stage_DebugLines.cs # Assets/Scripts/Stages/StageComponents/Stage_Player.cs # Assets/Scripts/Units/Test/TestUnit.cs New replay format to make adding diagnostic data easier, smaller size Fixed non-determinism when using a controller Renamed random instances to match UpdateFixed vs UpdateDynamic Added deterministic Wait and RandomWait FSM state actions Added delta time replay diagnostic Fixed one source of the time dilation divergence Tentacle stage now sets its StageID New StageID system Demo stops recording when you beat a level Fix for NRE on robot level Started work on a code analysis tool to find nondeterminism leaks Omitted from last commit Code analysis can now find all methods marked with AssertFixed / AssertDynamic More static analysis Basic non-determinism leak analysis working Playmaker non-determinism seems fixed! Re-enabled danger time scale 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 Fixed another cause of nondeterminism New replay format, reduced file size to <1kb/s when omitting diagnostic data Fixed kb/s printout Added FixedSendRandomEvent FSM action Fixed Rand.Fixed debug printing when TestDivergeFrame is -1 Another cause of indeterminism Added an editor menu item to automatically substitute non-deterministic FSM actions for deterministic ones Added StageNameAttribute, ability to override stage names for leaderboards Added rotation controller interpolation Replay now records music playback location Added music fade-in if playback starts midway through a song Fixed explosive pixel indeterminism Found one cause of stage restart indeterminancy Fixed another cause of indeterminism Another indeterminism fix Fixed robot laser replay divergence Fixed music not playing when restarting a replay Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down Player input get reset at the end of replay playback Replays are now ~0.05kb/s 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 Fixed errors after merge Added default values for new GameManager fields Fixed FSM actions Added Stage.CanRecordReplay, HubStage doesn't record Fixed HubStage not being included in stage list Fixed standalone builds Started work on replay uploading Updated Facepunch.Steamworks Working on replay uploading on highscore submit Can now detect if a leaderboard entry has a replay attached Fixed Utils.GetTimeString Watching replays from the leaderboard works! 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 Fixed compilation errors after merge Fixed runtime errors after merge 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 game.unity after merge Added dynamic input updating
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3 Years Ago
Fixed game.unity after merge
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3 Years Ago
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
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3 Years Ago
tentacle silhouette sprite
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3 Years Ago
level button data
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3 Years Ago
menu stage without player cursor on menu, cant deselect all buttons hide menu in gamestage menu sprite
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3 Years Ago
Fixed runtime errors after merge
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3 Years Ago
Fixed compilation errors after merge
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3 Years Ago
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
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3 Years Ago
misc level list ui menu tweaks refactored the way stage components are gotten
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3 Years Ago
Watching replays from the leaderboard works!
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3 Years Ago
Can now detect if a leaderboard entry has a replay attached Fixed Utils.GetTimeString
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3 Years Ago
Updated Facepunch.Steamworks Working on replay uploading on highscore submit
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3 Years Ago
Started work on replay uploading
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3 Years Ago
Fixed standalone builds
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3 Years Ago
Fixed HubStage not being included in stage list
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3 Years Ago
Added Stage.CanRecordReplay, HubStage doesn't record
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3 Years Ago
Fixed FSM actions
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3 Years Ago
Added default values for new GameManager fields
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3 Years Ago
Fixed errors after merge
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3 Years Ago
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
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3 Years Ago
rehooked up tentacle, bullets can avoid player instead of homing
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3 Years Ago
rehooked up octopus
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3 Years Ago
spritecontroller default anim animated sprite controller load spritesheet anims from json
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3 Years Ago
Replays are now ~0.05kb/s
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3 Years Ago
reworking spritecontroller animation
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3 Years Ago
form core handled like other parts
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3 Years Ago
tweaked pxc collision danger slowdown amount
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3 Years Ago
fixed respawn core bug
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3 Years Ago
Player input get reset at the end of replay playback
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3 Years Ago
Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down
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3 Years Ago
Fixed music not playing when restarting a replay
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3 Years Ago
Fixed robot laser replay divergence
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3 Years Ago
Another indeterminism fix
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3 Years Ago
Fixed another cause of indeterminism
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3 Years Ago
fixed some issues with respawning while having child pxcs
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3 Years Ago
working on respawning with child pxcs
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3 Years Ago
Found one cause of stage restart indeterminancy
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3 Years Ago
Fixed explosive pixel indeterminism
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3 Years Ago
tweaked pixel debris removed powerup class, added bubble shield, etc refactoring patterns, octopus done tentacle partially converted to forms
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3 Years Ago
Added music fade-in if playback starts midway through a song
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3 Years Ago
Replay now records music playback location
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3 Years Ago
Added rotation controller interpolation
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3 Years Ago
Added StageNameAttribute, ability to override stage names for leaderboards
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3 Years Ago
Added an editor menu item to automatically substitute non-deterministic FSM actions for deterministic ones
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3 Years Ago
Fixed Rand.Fixed debug printing when TestDivergeFrame is -1 Another cause of indeterminism
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3 Years Ago
Fixed kb/s printout Added FixedSendRandomEvent FSM action
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3 Years Ago
Fixed another cause of nondeterminism New replay format, reduced file size to <1kb/s when omitting diagnostic data
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3 Years Ago
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
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3 Years Ago
Re-enabled danger time scale
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3 Years Ago
Playmaker non-determinism seems fixed!
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3 Years Ago
cleanup, better pixel explosions
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3 Years Ago
Basic non-determinism leak analysis working
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3 Years Ago
diamond bullets for octopus robot diamond bullets cleaned up gamemanager
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3 Years Ago
More static analysis
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3 Years Ago
Code analysis can now find all methods marked with AssertFixed / AssertDynamic
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3 Years Ago
Started work on a code analysis tool to find nondeterminism leaks Omitted from last commit
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3 Years Ago
Fix for NRE on robot level
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3 Years Ago
New StageID system Demo stops recording when you beat a level
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3 Years Ago
removed braking and boosting
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3 Years Ago
lerp friction for movementcontrollers tweak bullet danger slowdown bullets use impulse velocity tentacle diamond bullets fixed keyboard movement lerping
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3 Years Ago
repel bullets over time, lerp impulse friction
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3 Years Ago
Tentacle stage now sets its StageID
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3 Years Ago
Fixed one source of the time dilation divergence
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3 Years Ago
Added delta time replay diagnostic
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