7 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
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