userJames Kingcancel
3 Days Ago
Fixed possible NRE related to focus hint Fixed co-op replay divergence
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4 Days Ago
Fixed menu background color Don't show continue / exit prompt until gameover anim finishes Fixed cameras not starting merged when reviving partner
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4 Days Ago
Fixed controller vibration persisting on victory screen
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5 Days Ago
Updated Jenkinsfile
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5 Days Ago
Fixed nsp path in slack message
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5 Days Ago
Possible fix for build error !switch
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5 Days Ago
Only run NexPlugin install script if not found in project !switch
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6 Days Ago
Attempt to run NexPlugin install script if required !switch
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6 Days Ago
Fixed NRE when FSM action gets cancelled during FSM update Added Facepunch.Build.Switch() Updated Jenkinsfile !switch
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8 Days Ago
Fixed looping sounds stopping when focus lost Got rid of camera ortho size fudging Merge remote-tracking branch 'origin/master' Merge remote-tracking branch 'origin/master' Merge remote-tracking branch 'origin/master'
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11 Days Ago
Rewrite of splitscreen post process blending Merge remote-tracking branch 'origin/master' Default ColorFilter should be white
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11 Days Ago
Make sure selected item is navigated to on focus in ScrollTable Parallax now supported in splitscreen Merge remote-tracking branch 'origin/master'
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13 Days Ago
First pass at having each player have their own post processing Redux post process method call fixup
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13 Days Ago
Only re-init cameras if switching between single and splitscreen Fixed Switch editor error Fixed camera position sometimes suddenly snapping when one player dies
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17 Days Ago
▄▌▄▍▉ ▊▌▉▌▊ ▋▇▌▌▉▋-▊▄█▄██▆▋ ▍▍▊▄▋▄ '▆█▅▇▍▍/▅▉▌▊▆█'
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17 Days Ago
Fixed being able to push speech bubbles far away from their targets Merge remote-tracking branch 'origin/master' More effort to keep players on-screen in co-op Splitscreen options default value tweaks Fixed yet another button prompt speech bubble anim bug !redux
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18 Days Ago
Fixed camera positioning bug in co-op if player1 uses mouse input
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18 Days Ago
Fixed camera position instability Unified solution for split angle and distance Fixed another cause of bad speech bubble button prompt anims
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19 Days Ago
Fixed button prompt anims in speech bubbles during co-op Co-op splitscreen player distance now takes aspect ratio into account Tweaked default values for splitscreen camera Re-enabled camera clamping Use CameraPos instead of TargetPos for splitscreen calculations Camera clamping accounts for very tight split angles better Maybe better solution for splitscreen camera clamping
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20 Days Ago
Got rid of PlayServicesResolver Players repel speech bubbles again Attempt to spawn speech bubbles on the side of their target player !redux
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20 Days Ago
Show border warnings for threats outside of screen corners Corner border warnings are now clamped by screen split line
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21 Days Ago
Added splitscreen camera distance buffer Grey out equipment info for dead players
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22 Days Ago
Added max turn rate for splitscreen split Rewrite of splitscreen camera positioning
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24 Days Ago
Use PlayerActions instead of IPlayerInput in DefaultEmbeddingSource
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24 Days Ago
Fixed possible NRE in DefaultEmbeddingSource
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24 Days Ago
Fixed black box when StyledRects with shadows have 0 width Fix button prompt animations in SpeechBubbles targeting a player
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24 Days Ago
Separate sections on video settings page Added Control.CanSelect Added min / max merge dist options for splitscreen Added SpeechBubble.SetTargetPlayer(player) !redux
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26 Days Ago
Split margin now uses stage letterbox colour Split border warning now fades in / out Reset view size on stage restart Fixed broken hijack bindings Don't show hijack button if wrong player count
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27 Days Ago
27 Days Ago
Refactored border warning to not require axis alignment Splitscreen border warning now fully functional Trying out a margin between the split screens
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28 Days Ago
Fixed splitscreen death transition sometimes not working Possible fix for exception when toggling single camera Rendering of splitscreen border warning Don't show split border warning if the two cameras are almost identical
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31 Days Ago
Split-screen proof of concept Merge branch 'master' into split-screen Switch between split-screen and one camera on player death Animate transition from split-screen to single camera Update Jenkinsfile !redux Fixed going back to split-screen after reviving a player Fixed respawn pod regression !redux Merge remote-tracking branch 'origin/master' into split-screen Rotating split screen proof of concept First attempt at transition between single and split screen Working on fixing split-screen transition on death / revive Much much better split-screen camera positioning Fixed how view scale changes when transitioning to split-screen Merge remote-tracking branch 'origin/master' into split-screen Fixed transition to single screen on player death Fixed visual hitch on respawning player !redux Merge remote-tracking branch 'origin/master' into split-screen !redux Include Unlit/Texture shader in builds !redux Speech bubbles are now in world space Merge remote-tracking branch 'origin/master' into split-screen Speech bubbles are now per-screen in splitscreen Simpler approach to splitscreen speech bubbles Revert "Speech bubbles are now per-screen in splitscreen" This reverts commit a0677a791c53b73b2529c051b9da29c099311e77. Revert "Speech bubbles are now in world space" This reverts commit 2c1a7c72f1549ae85ac8dc597a00c3c10d23a3c4. Merge branch 'speech-bubbles' into split-screen Merge remote-tracking branch 'origin/master' into split-screen Big speech bubble positioning refactor Merge remote-tracking branch 'origin/master' into split-screen Started work on Vignette split-screen support Vignette fully works in split-screen Fixed audio listener position in split-screen Making sure single-screen co-op still works Can now switch between single cam and split-screen in settings Merge branch 'split-screen' Merge remote-tracking branch 'origin/master' !redux
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31 Days Ago
Making sure single-screen co-op still works Can now switch between single cam and split-screen in settings
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32 Days Ago
Started work on Vignette split-screen support Vignette fully works in split-screen Fixed audio listener position in split-screen
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32 Days Ago
traps say defused when they dont trigger trap defuse sfx egg plays different sound when expires Big speech bubble positioning refactor Merge remote-tracking branch 'origin/master' into split-screen
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33 Days Ago
can shoot eggs to delay their timer like traps dont call unit.setup unnecessarily (could cause divergences) unit ChangeTargetPlayerOnDeath property fix respawnPod target player Simpler approach to splitscreen speech bubbles Revert "Speech bubbles are now per-screen in splitscreen" This reverts commit a0677a791c53b73b2529c051b9da29c099311e77. Revert "Speech bubbles are now in world space" This reverts commit 2c1a7c72f1549ae85ac8dc597a00c3c10d23a3c4. Merge branch 'speech-bubbles' into split-screen Merge remote-tracking branch 'origin/master' into split-screen
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34 Days Ago
setup speech for co-op player death some fastSin usage laser boss ignorecollision w respawnpod traps dont count down when being shot trap fixes Speech bubbles are now in world space Merge remote-tracking branch 'origin/master' into split-screen Speech bubbles are now per-screen in splitscreen
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35 Days Ago
Include Unlit/Texture shader in builds !redux
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35 Days Ago
adding "changeTargetPlayerOnDeath":false to bullets fix player jitter on death fade reduces threat level to zero Merge remote-tracking branch 'origin/master' into split-screen !redux
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38 Days Ago
Fixed visual hitch on respawning player
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38 Days Ago
Fixed transition to single screen on player death
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38 Days Ago
storm targeting fix popping sound in invasion drums highpass invasion targeting more targeting pattern targeting more recall powerup work hunter dragging vine can connect both players Much much better split-screen camera positioning Fixed how view scale changes when transitioning to split-screen Merge remote-tracking branch 'origin/master' into split-screen
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39 Days Ago
First attempt at transition between single and split screen Working on fixing split-screen transition on death / revive
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39 Days Ago
claw,frame,laser targeting build !redux Merge remote-tracking branch 'origin/master' into split-screen Rotating split screen proof of concept
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40 Days Ago
Fixed going back to split-screen after reviving a player Fixed respawn pod regression !redux
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40 Days Ago
avoid divergence when setting initial _targetPlayerUpdateTimer Only log frame times if replays don't diverge Merge branch 'master' into split-screen Switch between split-screen and one camera on player death Animate transition from split-screen to single camera Update Jenkinsfile !redux
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41 Days Ago
Only log frame times if replays don't diverge
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41 Days Ago
Split-screen proof of concept
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41 Days Ago
Added ignoreCollisionWithPaths to UnitLaserData Example of ignoreCollisionWithPaths in redux mech stage
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43 Days Ago
Floor / ceiling extrude tool Rewritten backface candidate handling to support verticality Fixed subdividing HalfEdges of stacked rooms
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45 Days Ago
Added unit tests for ReduceProgressSamples Moved ReduceProgressSamples to a worker thread Animate LeaderboardPair
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46 Days Ago
Fixed possible NRE in PixelGroup.Hit Added auto targeting properties to BulletData Example homing bullet target updating
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46 Days Ago
Increase player threat on damage pixels / cores Bullets disengage when threat multiplier == 0
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46 Days Ago
Fixed bullet / unit player targeting bools ignoring "false" Fixed respawnPod targeting the wrong player Fixed equipment up/down floaters not updating when list is empty Fixed respawn pod sometimes not reviving the right player
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47 Days Ago
47 Days Ago
Fixed some bad resource paths
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47 Days Ago
47 Days Ago
Fixed bake error
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47 Days Ago
Player threat stat, new way for units / bullets to target players Got rid of some logging More target player selection
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48 Days Ago
Fixed changes to included json files not causing includers to refresh Added BulletData.changeTargetPlayerOnDeath boolean
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48 Days Ago
Backported replay performance logging
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48 Days Ago
Log timeline of average frame times during replay tests Fix possible exception when loading HotloadedData
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52 Days Ago
Build trigger !redux
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52 Days Ago
Build trigger \!redux
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52 Days Ago
Updated Facepunch.ExpressionStrings Revert "Fixed hunter stage draggingVine attaching to wrong player" This reverts commit 374611d7ae26a7bca866a6d405847077387dc753. Changed how targetPlayer is selected if not specified in json
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52 Days Ago
Fixed hunter stage draggingVine attaching to wrong player
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52 Days Ago
Fixed equipment menu scroll prompts sometimes showing incorrectly Set target player of bullets / patterns spawned by status effect
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52 Days Ago
Added GameManager.StartWithTwoPlayer, sorted inspector fields Updated player 2 loading screen icon PixelGroups can now track separate players from their Unit
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53 Days Ago
Keep performance chart axis the same !redux
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53 Days Ago
Experimenting with minimising ParticleSystem.Emit() calls
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53 Days Ago
Added failing test related to whitelist propagation Keep inner exception stack trace when parsing Fixed whitelist propagation through interfaces
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53 Days Ago
Optimised removing recently disconnected pixels from list Updated Facepunch.ExpressionStrings
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54 Days Ago
Fixed replay breaking change in ConnectionCache
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54 Days Ago
Show both players on the loading screen in coop Performance improvement for SeparateDisconnectedPixels
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54 Days Ago
AudioListener position fix for coop Always show item HUD for both players in coop
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55 Days Ago
Log outlier frame times Fixed HotloadedData cache faults caused by platform overrides
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56 Days Ago
Fixed replay breaking change
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56 Days Ago
Updated Facepunch.ExpressionStrings ForEachPlayer performance improvement in single player
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56 Days Ago
Avoid allocation in ParameterCollection.AddDependant()
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56 Days Ago
Refactored some bullet properties to avoid allocations Speech bubbles now update with raw delta time
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56 Days Ago
Attempt to re-use particle systems for Pxc.CreateDebris()
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57 Days Ago
Started working on a floor / ceiling widget Floor / ceiling widgets done
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59 Days Ago
Replay timing plot script tweaks Remove outliers from frame time data Static method to delegate conversion caching in Bullet
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59 Days Ago
Wait until nav menu animation is done before loading ScrollTables Added a script to generate a graph of replay test frame times per stage Merge remote-tracking branch 'origin/master' Log more timing statistics during replay tests
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2 Months Ago
New leaderboard mode toggle prompt style Selected stage card glow
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2 Months Ago
Quit prompt tweak Fixed possible bake error Fixed leaderboards refreshing twice on score submit
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2 Months Ago
Big refactor, mostly making floors / ceilings separate entities Split off floor / ceiling moving to a new tool
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2 Months Ago
Tweaked visibility of powerup level text on pause screen Merge remote-tracking branch 'origin/master'
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2 Months Ago
Fixed condition for global bundle asset load fallback Fixed song AudioClips not being precached for the main menu
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2 Months Ago
first section of string fades in whitelisted pixelgroup damage/heal methods fix patternStartPos set to wrong value dragging vine boss behaviour webbed icon new dash icon web sfx bullet onDespawn callback centipede death effect death effect centipede2 trap centipede death effect added more dash powerup to tentacle tentacle rotating petrify attack Updated Facepunch.Parse / Facepunch.ExpressionStrings Always use RegexOptions.CultureInvariant with RegexOptions.IgnoreCase Merge branch 'master' of SpaceUsurperUnity tweaked player hurt camera shake removed useLegacyDamage from redux bullets status effect gunAimSpeedMultiplier barrage powerup new convert aimer bunch of new shoot sfx Merge branch 'master' of SpaceUsurperUnity fixed some bake errors Fixed errors about missing sound files Fixed aiming on joycons Fixed changing menu tabs with joycons tweaked convert vibration barrage powerup work Merge remote-tracking branch 'origin/master' into asset-bundles Editor fallback for loading asset bundle manifests Fixed string files not being loaded in the editor
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2 Months Ago
Fixed errors about missing sound files Fixed aiming on joycons Fixed changing menu tabs with joycons
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2 Months Ago
Added example level Load example level by default
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2 Months Ago
Fixed a couple of causes of invalid back faces #3
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2 Months Ago
Fixed finding floor / ceiling widget position Can now raise / lower floors and ceilings
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2 Months Ago
Start again Added SteamVR, got basic movement working Nicer floor grid material Make sure both hands get set up Only teleport with the analog sticks Add ECS packages Hashing out basic geometry components Simpler data structures Basic rendering Floor and ceiling meshing, texturing Started on GrabZoom, currently axis aligned GrabZoom rotation Added StyledRects Added a basic tool radial menu Started work on a vertex editing tool Fixed hover logic, basic vertex selection + dragging Refactored SetHovered / SetSelected Added TextMeshPro resources GrabZoom polish Can now select / deselect multiple vertices by holding multiselect combo VertexEditTool refactor Added AxisAlign button, now used in VertexEditTool Updated README.md Oops, updated README.md Fixed axis aligned vertex dragging Disabled DebugRenderSystem First draft of vertex duplication Trying out new GrabZoom controls Updated README.md Better floor / ceiling triangulation Fixed typo in GrabZoom When dragging vertices, show a widget at the start position GrabZoom is now a tool, is on off hand by default Radial menu tweaks Add tool name label to tool menu First attempt at vertex merging Started big refactor A little more cleanup Fixed phantom shadows in VerticalSelector shader Started rewriting vertex adding / removing Create new vertex when half-edge widget is grabbed Snap new vertices to the grid Vertex creation refactor Grid snap now varies with zoom level Added grid guide when editing vertices Level saving / loading 45° snapping for moving vertices Vertex widget material tweaks Smaller default world scale Fixed not being able to create vertices on short edges Merge neighbouring HalfEdges if overlapping Renamed VerticalSelector shader to StickWidget Refactored neighboring vertex merging Working on another vertex merging rewrite Can now create new rooms by merging vertices BackFaces are now a thing Hide grid guide on start Started working on a floor / ceiling extrude widget
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2 Months Ago
Renamed VerticalSelector shader to StickWidget Refactored neighboring vertex merging Working on another vertex merging rewrite Can now create new rooms by merging vertices
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2 Months Ago
Merge neighbouring HalfEdges if overlapping
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2 Months Ago
45° snapping for moving vertices Vertex widget material tweaks Smaller default world scale Fixed not being able to create vertices on short edges
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2 Months Ago
Level saving / loading
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