8,073 Commits over 3,806 Days - 0.09cph!
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
Fixed camera positioning bug in co-op if player1 uses mouse input
Fixed camera position instability
Unified solution for split angle and distance
Fixed another cause of bad speech bubble button prompt anims
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
Got rid of PlayServicesResolver
Players repel speech bubbles again
Attempt to spawn speech bubbles on the side of their target player
!redux
Show border warnings for threats outside of screen corners
Corner border warnings are now clamped by screen split line
Added splitscreen camera distance buffer
Grey out equipment info for dead players
Added max turn rate for splitscreen split
Rewrite of splitscreen camera positioning
Use PlayerActions instead of IPlayerInput in DefaultEmbeddingSource
Fixed possible NRE in DefaultEmbeddingSource
Fixed black box when StyledRects with shadows have 0 width
Fix button prompt animations in SpeechBubbles targeting a player
Separate sections on video settings page
Added Control.CanSelect
Added min / max merge dist options for splitscreen
Added SpeechBubble.SetTargetPlayer(player)
!redux
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
Refactored border warning to not require axis alignment
Splitscreen border warning now fully functional
Trying out a margin between the split screens
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
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
Making sure single-screen co-op still works
Can now switch between single cam and split-screen in settings
Started work on Vignette split-screen support
Vignette fully works in split-screen
Fixed audio listener position in split-screen
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
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
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
Include Unlit/Texture shader in builds !redux
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
Fixed visual hitch on respawning player
Fixed transition to single screen on player death
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
First attempt at transition between single and split screen
Working on fixing split-screen transition on death / revive
claw,frame,laser targeting
build !redux
Merge remote-tracking branch 'origin/master' into split-screen
Rotating split screen proof of concept
Fixed going back to split-screen after reviving a player
Fixed respawn pod regression !redux
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
Only log frame times if replays don't diverge
Split-screen proof of concept
Added ignoreCollisionWithPaths to UnitLaserData
Example of ignoreCollisionWithPaths in redux mech stage
Floor / ceiling extrude tool
Rewritten backface candidate handling to support verticality
Fixed subdividing HalfEdges of stacked rooms
Added unit tests for ReduceProgressSamples
Moved ReduceProgressSamples to a worker thread
Animate LeaderboardPair
Fixed possible NRE in PixelGroup.Hit
Added auto targeting properties to BulletData
Example homing bullet target updating
Increase player threat on damage pixels / cores
Bullets disengage when threat multiplier == 0
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
Fixed some bad resource paths
Player threat stat, new way for units / bullets to target players
Got rid of some logging
More target player selection
Fixed changes to included json files not causing includers to refresh
Added BulletData.changeTargetPlayerOnDeath boolean
Backported replay performance logging
Log timeline of average frame times during replay tests
Fix possible exception when loading HotloadedData