6 Years Ago
laser resets to starting angle Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity triangle tweaks powerup display powerups bottom left powerup wobble powerup display text increased powerup moves to bottom of display show powerup level better font, etc leaderboard times show extra decimal places when needed time doesnt show unnecessary trailing zeroes timer show timer option multiple player guns at once fixed error with player gun physics force player gun tweaks player gun perp offset autorotating gun form number text powerups blink before disappearing powerup blink tweaks bullets can hit pxc, replace player lineparticle with bullet bullets specify if they collide with pxc/player adjusted bullet raycast points bullet-pxc hit callback hooked up register & resolve bullet-pxc collisions to find closest bullet wont leave bounds before checking pxc collision, no matter its speed despawn styles improved bullet impact bullet size scaling stuff fixed issue with bullets carrying over last bullets values got bullet reflection working improved reflection diamond pixel debris reflection pxc movement quickreflect, rect & circle pixel debris chunk debris fixed bullet size/opacity modifiers can find bullet damage percent removed include explosive pixels glow as they start to explode laser spark bullet player death debris fixed bullets not showing up tweak player bullet values player muzzle flash fuse enemy attack switched to bullet tweaked player bullet damage values fixed a rotation bug no collision leniency for small bullets removed all lineparticle stuff tweaked player hitbox color player shotgun pellets updated tweaked player-pxc collision fixed timer messing up maybe fixed invuln bug concept levels all enemies have death repel working on powerup dispersing disperse one less powerup powerup dispersing, bullet modifiers, bullet force powerups use raw delta time longer when dispersing tweaked powerup display opacity incremented progression rearranged menu fixed wip text bullet.isDynamic increased progression cleaned up old recipes Disabled replay diagnostics for non-fixed Bullets Fixed archived replay quota not being enforced Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity bullet uses rand.dynamic where appropriate reduced enemy death repel cores destroy nearby bullets on death incremented progression dont remove powerups when destroying bullets no damage reduction up close quick restart option bullet spread isnt random, is reduced fixed font changelog ui import changelogs from json changelog navigation buttons changelog toggle button tweaked changelog colors changelog 0 content auto-hide changelog if nothing new removed some debugs incremented progression Started investigating a bullet divergence grazing slows time grazing pushes bullet slightly commented out danger slowdown stuff Fixed Bullet._isRedirecting not being reset Some better bullet diagnostics Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity fixed a bug with text not getting cleaned up properly reduced non-boss death repel sizes Added commit hash to archived replays fixed changelog files not being read in standalone new changelog incremented progression Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Fixed error when submitting analytics Merge branch 'master' of SpaceUsurperUnity fixed controllable turret rotation percent being >1 player-pxc collision is checked first for raycast pxc rotation kinda pushes player dont push player away from pxc while braking custom test stage save selected planet whenever it changes dont save to steam when switching levels, just mark dirty custom corePattern more custom patterns instructions, changelog feedback ui custom following bullet tweaked custom bg text side guns laser lerps length bullet impact pxc effect splash damage bullet effect reworked pixel flashing splash damage min & max pixel distance splash damage doesnt hurt parts new easing funcs, easing test stage bullets use unclamped lerp so they can use elastic easing back and elasticSoft easing funcs bounce easing func forum link pixel spark effect tweaked pxc spark effect for multiple sparks impact pxc effect can trigger on each pixel damaged tweaked satellite skull bullet splash damage is now a pxc effect Merge remote-tracking branch 'refs/remotes/origin/master' into switch # Conflicts: # Assets/Scripts/GameManager/GameManager.cs Removed steamworks import