8,073 Commits over 3,806 Days - 0.09cph!
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
Fixed hunter stage draggingVine attaching to wrong player
Fixed equipment menu scroll prompts sometimes showing incorrectly
Set target player of bullets / patterns spawned by status effect
Added GameManager.StartWithTwoPlayer, sorted inspector fields
Updated player 2 loading screen icon
PixelGroups can now track separate players from their Unit
Keep performance chart axis the same !redux
Experimenting with minimising ParticleSystem.Emit() calls
Added failing test related to whitelist propagation
Keep inner exception stack trace when parsing
Fixed whitelist propagation through interfaces
Optimised removing recently disconnected pixels from list
Updated Facepunch.ExpressionStrings
Fixed replay breaking change in ConnectionCache
Show both players on the loading screen in coop
Performance improvement for SeparateDisconnectedPixels
AudioListener position fix for coop
Always show item HUD for both players in coop
Log outlier frame times
Fixed HotloadedData cache faults caused by platform overrides
Fixed replay breaking change
Updated Facepunch.ExpressionStrings
ForEachPlayer performance improvement in single player
Avoid allocation in ParameterCollection.AddDependant()
Refactored some bullet properties to avoid allocations
Speech bubbles now update with raw delta time
Attempt to re-use particle systems for Pxc.CreateDebris()
Started working on a floor / ceiling widget
Floor / ceiling widgets done
Replay timing plot script tweaks
Remove outliers from frame time data
Static method to delegate conversion caching in Bullet
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
New leaderboard mode toggle prompt style
Selected stage card glow
Quit prompt tweak
Fixed possible bake error
Fixed leaderboards refreshing twice on score submit
Big refactor, mostly making floors / ceilings separate entities
Split off floor / ceiling moving to a new tool
Tweaked visibility of powerup level text on pause screen
Merge remote-tracking branch 'origin/master'
Fixed condition for global bundle asset load fallback
Fixed song AudioClips not being precached for the main menu
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
Fixed errors about missing sound files
Fixed aiming on joycons
Fixed changing menu tabs with joycons
Added example level
Load example level by default
Fixed a couple of causes of invalid back faces #3
Fixed finding floor / ceiling widget position
Can now raise / lower floors and ceilings
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
Renamed VerticalSelector shader to StickWidget
Refactored neighboring vertex merging
Working on another vertex merging rewrite
Can now create new rooms by merging vertices
Merge neighbouring HalfEdges if overlapping
45° snapping for moving vertices
Vertex widget material tweaks
Smaller default world scale
Fixed not being able to create vertices on short edges
Updated Facepunch.Parse / Facepunch.ExpressionStrings
Always use RegexOptions.CultureInvariant with RegexOptions.IgnoreCase
Fixed exception during replay tests
Fixed some remaining Resources.Load usages
Don't call Stage.Draw() in batch mode
Updated Facepunch.Parse / Facepunch.ExpressionStrings
Always use RegexOptions.CultureInvariant with RegexOptions.IgnoreCase
Added failing test for tr-TR culture
Added Facepunch.Parse dll
Fixed parse error in tr-TR culture
Use CultureInvariant with IgnoreCase for regexes
Custom stage scripts can compile again!
Working towards supporting custom stages loading with asset bundles
Added a way to create Switch asset bundles in the editor
Fixed leaderboard related NRE on Switch
swap effect
reverted onion emoji filtering
BulletPattern now implements IPropertyContainer
Merge branch 'master' of SpaceUsurperUnity
swap polish
swap handles when players are dead
hunter dragging vine
better string sprite
dragging status caused by bullet
Merge remote-tracking branch 'origin/master' into asset-bundles
Added AssetBundleHelper.LoadAsync / ResourceHelper.LoadAsync
Grid snap now varies with zoom level
Added grid guide when editing vertices
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
Fixed AssetBundle errors in Standalone
Fixed error spam if Pxc_Texture overlay is missing
SfxManager loads after global assetbundle is loaded
ProgressionManager updates after global AssetBundle is loaded
Fixed error spam if CoreLayer texture is missing
Fixed FindAssetEditorFallback
Fixed a few more AssetBundle errors
Fixed regressions with editor asset loading fallback