3,468 Commits over 2,710 Days - 0.05cph!
Updated Facepunch.ExpressionStrings
Now using `rand.Int` / `rand.Float` in scriptFuncs
Now using `rand` instances in script funcs
Merge branch 'master' of SpaceUsurperUnity
Fixed error after merge
Made it easier to debug diverging rand calls
Fixed string interpolation with CallMethod parameters
Custom unit / stage / powerup properties can now be any type
Updated Facepunch.ExpressionStrings
Replaced SetInt and SetFloat actions with a generic SetValue
Fixed hotloading of event handlers in unit config
Added sfx.json
Replacing SfxType with string idents
All sfx are now loaded from json
Fixed running action sets on FSMs without current states
Better exception logging for CallMethod actions
Updated Facepunch.ExpressionStrings
Can now use a list of FsmActions in event handlers in unit configs
Fixed setting sfx for pixels in unit configs
Changed how pixel data properties are specified in unit configs
Updated Facepunch.ExpressionStrings
Added FsmActionExecutor
Merge branch 'master' of SpaceUsurperUnity
Updated Facepunch.ExpressionStrings
Added HowieTest stage
Added default value for FormData.BaseHp
Can now specify unit part dimensions with `size`, `width`, `height`, or `area`
Merge branch 'master' of SpaceUsurperUnity
Updated Facepunch.ExpressionStrings
Added SetFloat action, renamed SetIntValue to SetInt
Added support for custom float properties
Merge branch 'master' of SpaceUsurperUnity
Updated Facepunch.ExpressionStrings
Updated Facepunch.ExpressionStrings
Updated Facepunch.ExpressionStrings
Fixed FsmValue<string> parsing when not using interpolation
Simplified finding CallMethod target
Only attempt to load unit FSM if not null
Current Fsm is now passed to FsmAction.Execute
Added FsmRemoteControlAction
Fixed possible exception in ScriptedUnit
Fixed using integer literals for floats in FSM json
Changed how unit parts are positioned in json
Updated Facepunch.ExpressionStrings
Switching to using ParameterCollections for FSMs
Custom unit properties specified by json are working
Can now use custom properties in scripted stages
Fixed FSM Repeat with a delay of 0
Added `player` variable for unit / stage ScriptFuncs
Added `partExists(type)` function to be used in unit FSMs
Can now specify dependencies between units in json
Merge branch 'master' of SpaceUsurperUnity
Can now use scripted stages in the level select menu
Working on StageIDs accomodating scripted stages
Can now play scripted version of Octopus
Now using json version of OctopusTurret
Added mockup StageConfig for Octopus
Added StageData, ScriptedStage
Changed json unit event handling system, added handlers for onFixedUpdate and onPixelHit
Fixed part requirements in ScriptedUnit
Got rid of PlayMakerGUI game object
ScriptedUnit part creation
Merge branch 'master' of SpaceUsurperUnity
ScriptedUnit pixel config
Updated Facepunch.ExpressionStrings
Finishing off ScriptedUnit, not spawning yet
Octopus unit is now entirely scripted
Implemented applying base form data
Implemented OnFormDestroyed callbacks for ScriptedUnit
Implemented basic form creation in ScriptedUnit
Fixed ScriptFunc usages in UnitData
Started work on a ScriptedUnit class
Added hotloadable UnitData
Merge branch 'master' of SpaceUsurperUnity
CallMethod action target defaults to Stage in StageFSMs
Added `spawn turrets` state to Octopus stage FSM
Octopus second form json mockup
Finished octopus json mockup
Moved generated FSM files to avoid naming conflicts
Working on mocking up a unit config file
Now using json FSMs for stages
Fixed unit FSMs not being found
Fixed Fuse stage FSM errors
Working on making sure FSMs can be used for stages
Added Stage_Behaviour stage component
Fixed FsmData.FindNextState(curState, nextStateName)