7,945 Commits over 3,745 Days - 0.09cph!
Working on a way for ScriptFunc discovery to know when an action set's target is different to the containing object
CodeGen errors now only show up in the editor
Can now override FuncParams for fields when doing ScriptFunc discovery
Moved HowieTest stage
Fixes for ScriptFunc discovery
Now only emits a warning if an uncached ScriptFunc is encountered
Moved some ChargePattern calls to use the new parameters
Better warnings about invalid CallMethods / SetValues
Added ExpressionConverter.ExpressionParsed event
units without repulsion circles still check bounds
can set unit avoid/repel strength as callmethod, armor shield repulsion circles etc
player and playergun properties work, rotating gun starts in aim direction
armor prison 2
damage powerup
armor form 0 reqs
can override powerups in pattern config
damage spokes
armor parallel pattern
fixed rotating gun angle
fixed weird visual with backwards bullet
armor patterns
armor projectile unit 2
new track wall form 0
track wall form 1
track wall form 2
hunter form 1 movement
proximity bullets can take actions on units
zoo pet changes, unit Heal method
can heal pixels for a certain amount
zoo pet 2
tweaked armor lasso locators
Added editor script to purge empty directories
Fixed possible exception when running without steam initialized
Merge branch 'master' into precaching
RemoteControlNearbyUnits bulletPath discovery
FuncParams precaching, repel effect discovery
Extra player gun / poweup / pattern script discovery
Fixed explosion effect not being discovered by code gen
Merge branch 'precaching' of SpaceUsurperUnity into precaching
Cached script funcs now generated in separate files for each stage
Now generating methods to precache all resources used by a stage
FsmSetValueAction script func discovery
Gradually discovering more ScriptFuncs
Implemented ScriptFunc<>.ToString()
Fixed CallMethod action invocation with cached ScriptFuncs
Updated Facepunch.ExpressionStrings
Fixed Unit FSM script func discovery
Can now discover resource references from FsmCallMethodAction parameters
Original return type now preserved for cached funcs
Added progress bar to code gen
Original return type of cached script funcs is now preseved
Updated Facepunch.ExpressionStrings
Fixed CallMethod action targets not being discoverd by codegen
new invasion boss
form spawn delay
tweaked cube form 1
tweaked cube form 0
tweaked edifice form 1
intro boss form 2
reorganized unit config and fsm folders
better warning for missing ChargePattern path or partType
armor prison unit
pixel debris func
armor lasso bullet
bullet killplayer onhit
unit form onHitPlayer callback
pixel damagePlayer property
laser onHitPlayer callback and damagePlayer property
refined lasso bullet
lasso locators
unit SetScale
sword bullet, dragged bullets work with circle skew
armor projectile unit
Merge branch 'master' into precaching
Fixed codegen sometimes failing
Got rid of redundant cached script funcs
Resource references can now be enumerables and fields
BulletRecipe ScriptFunc discovery
Updated Facepunch.ExpressionStrings
Working on fixing ScriptFunc cache key conflicts
Can now get which parameters a ScriptFunc uses
Working on reimplementing CompiledCache
Fixed all failing tests
Removed old MusicManager from scene
Added PlayerGunData ScriptFunc discovery
PatternRecipe ScriptFunc discovery
Fixed possible exceptions when generating script funcs for missing FSMs
Added attributes for automatic script func discovery
Removed old music manager
Implemented new way of discovering ScriptFuncs
zoo egg pixels
zoo pet
rooms know when player inside them
pixel range pixelnum
Fixed songs not including stage properties properly
fixed unit form onSpawn
new armor pixels
CHIPPY-110: Can now omit sample start bar, which now auto increments
some twin patterns
frame stage
bullet facing angle velocity mode doesnt update with zero velocity
merge
pixelgroup prereqs enable rope properly
frame boss respawning shield
track wall 0 is separate unit
track boss forms
better armor form 2
hunter boss movement behaviour
new guard unit
2nd guard unit
zoo boss 3rd form
new onion boss 2nd form
new trench 1st form
satellite 3rd form
storm 3rd form
Added throwIfNotFound option to HotloadedData.Get()
CHIPPY-111: Songs now also look for samples in a directory with the song's name
CHIPPY-113: Song scripting can now controll lowpass / highpass
Added MP3Sharp
new guard boss pixels
cube boss 3rd form
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
orb new 3rd form
cube boss movement, unit form spawnPos
bullet and laser can be set to kill player even with shields
bullet color blink easing mode, laser color blink properties
Loading MP3 samples from custom stages
Merge branch 'master' of SpaceUsurperUnity
alwaysKillPlayer works while invuln, can be applied to units
Form requirement regex is now case insensitive
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
armor boss requirements
cleaned up some files
cleaned up some unit fsm
frame patterns
unit startFormNum for convenience testing
more graceful error if a bullet recipe cant be found
more frame patterns
CHIPPY-115: Fixed music not starting immediately
Merge branch 'master' of SpaceUsurperUnity
CHIPPY-116, CHIPPY-117: Moved replay archiving to a worker thread
Merge branch 'master' into precaching
Added MP3Sharp
Loading MP3 samples from custom stages
Merge branch 'master' of SpaceUsurperUnity
Form requirement regex is now case insensitive
Added throwIfNotFound option to HotloadedData.Get()
CHIPPY-111: Songs now also look for samples in a directory with the song's name
CHIPPY-113: Song scripting can now controll lowpass / highpass
CHIPPY-110: Can now omit sample start bar, which now auto increments
Fixed songs not including stage properties properly
Safeguarded against updating generated funcs while caching is enabled
Added method to precache SFX
Added warning when loading json assets during gameplay
Working on fixing up ScriptFunc pre-compiling
Fixed song BPM not updating immediately
Song layers should always stay in time with each other
Fixed a warning about trying to set infinite pitch
Song samples are pre-loaded
Added NativeInterface.GetBlockGeneration()
Added ChunkMap_(Get/Set)ExternalFacesVisible()
Added ChunkMap_(Get/Set)ExternalFacesVisible
Fixed menu being broken if the last stage visited was in a plugin
One last watch page update?
Working on fixing stage list wrapping
CHIPPY-107: Fixed last visited level not being selected when returning to main menu
Music now fades in / out along with Stage_Fading
Better handling for file share violations
Can now tweak how music reacts to slow mo in the inspector
Song pauses / unpauses with the stage
Added Stage_Song, refactored SongManager
Cleaned up stage component setup
Merge branch 'master' of SpaceUsurperUnity
Added SongTime struct
Fleshed out SongTime
Reworking SongLayer
Song scheduling rewrite mostly done
First pass at making sure the song keeps time
Music time-keeping mostly working
Trying out using a low pass filter duing slow motion
Fixed restarting song
Song playback speed matches replay playback
Trying out using a low pass filter duing slow motion
Music time-keeping mostly working
Song scheduling rewrite mostly done
First pass at making sure the song keeps time