branchSpaceUsurperUnity/mastercancel
2,640 Commits over 2,710 Days - 0.04cph!
Make sure selected item is navigated to on focus in ScrollTable
Parallax now supported in splitscreen
Merge remote-tracking branch 'origin/master'
First pass at having each player have their own post processing
Redux post process method call fixup
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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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
Only log frame times if replays don't diverge
Added ignoreCollisionWithPaths to UnitLaserData
Example of ignoreCollisionWithPaths in redux mech stage
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
Log timeline of average frame times during replay tests
Fix possible exception when loading HotloadedData
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
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
Refactored some bullet properties to avoid allocations
Speech bubbles now update with raw delta time
Attempt to re-use particle systems for Pxc.CreateDebris()