userJames Kingcancel
repoSpaceUsurperUnitycancel

3,468 Commits over 2,710 Days - 0.05cph!

4 Years 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
4 Years 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
4 Years Ago
Making sure single-screen co-op still works Can now switch between single cam and split-screen in settings
4 Years Ago
Started work on Vignette split-screen support Vignette fully works in split-screen Fixed audio listener position in split-screen
4 Years 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
4 Years 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
4 Years 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
4 Years Ago
Include Unlit/Texture shader in builds !redux
4 Years 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
4 Years Ago
4 Years Ago
Fixed visual hitch on respawning player
4 Years Ago
Fixed transition to single screen on player death
4 Years 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
4 Years Ago
First attempt at transition between single and split screen Working on fixing split-screen transition on death / revive
4 Years Ago
claw,frame,laser targeting build !redux Merge remote-tracking branch 'origin/master' into split-screen Rotating split screen proof of concept
4 Years Ago
Fixed going back to split-screen after reviving a player Fixed respawn pod regression !redux
4 Years 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
4 Years Ago
Only log frame times if replays don't diverge
4 Years Ago
Split-screen proof of concept
4 Years Ago
Added ignoreCollisionWithPaths to UnitLaserData Example of ignoreCollisionWithPaths in redux mech stage
4 Years Ago
Added unit tests for ReduceProgressSamples Moved ReduceProgressSamples to a worker thread Animate LeaderboardPair
4 Years Ago
Fixed possible NRE in PixelGroup.Hit Added auto targeting properties to BulletData Example homing bullet target updating
4 Years Ago
Increase player threat on damage pixels / cores Bullets disengage when threat multiplier == 0
4 Years 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
5 Years Ago
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5 Years Ago
Fixed some bad resource paths
5 Years Ago
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5 Years Ago
Fixed bake error
5 Years Ago
Player threat stat, new way for units / bullets to target players Got rid of some logging More target player selection
5 Years Ago
Fixed changes to included json files not causing includers to refresh Added BulletData.changeTargetPlayerOnDeath boolean
5 Years Ago
Backported replay performance logging
5 Years Ago
Log timeline of average frame times during replay tests Fix possible exception when loading HotloadedData
5 Years Ago
Build trigger !redux
5 Years Ago
Build trigger \!redux
5 Years 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
5 Years Ago
Fixed hunter stage draggingVine attaching to wrong player
5 Years Ago
Fixed equipment menu scroll prompts sometimes showing incorrectly Set target player of bullets / patterns spawned by status effect
5 Years Ago
Added GameManager.StartWithTwoPlayer, sorted inspector fields Updated player 2 loading screen icon PixelGroups can now track separate players from their Unit
5 Years Ago
Keep performance chart axis the same !redux
5 Years Ago
Experimenting with minimising ParticleSystem.Emit() calls
5 Years Ago
Optimised removing recently disconnected pixels from list Updated Facepunch.ExpressionStrings
5 Years Ago
Fixed replay breaking change in ConnectionCache
5 Years Ago
Show both players on the loading screen in coop Performance improvement for SeparateDisconnectedPixels
5 Years Ago
AudioListener position fix for coop Always show item HUD for both players in coop
5 Years Ago
Log outlier frame times Fixed HotloadedData cache faults caused by platform overrides
5 Years Ago
Fixed replay breaking change
5 Years Ago
Updated Facepunch.ExpressionStrings ForEachPlayer performance improvement in single player
5 Years Ago
Refactored some bullet properties to avoid allocations Speech bubbles now update with raw delta time
5 Years Ago
Attempt to re-use particle systems for Pxc.CreateDebris()
5 Years Ago
Replay timing plot script tweaks Remove outliers from frame time data Static method to delegate conversion caching in Bullet