7,950 Commits over 3,745 Days - 0.09cph!
New approach to view stretching
hard onion changes
recolor player2 onion emoji
onion rotating laser fan tweaks
more onion balancing
Merge remote-tracking branch 'origin/master' into camera-rewrite
Shrink view size back down after a delay
Fixed AnimatedSpriteControllers not being disabled on reset
hard fuse fixes and changes
trench pixel changes, hard balance
trench hard pixel change
trench expanding hard recolor
more trench balance
Merge branch 'master' into camera-rewrite
Fixed missing script error
SplitFrame and RenderFrame for each player's camera
Fixed merged camera frame updating
Force camera frames to expand if required to fit enforced areas
Fixed AnimatedSpriteControllers not being disabled on reset
more hard octopus changes
hard mech laser color
hard mech boss invuln pixel revenge bullets
hard mech turret pixels
hard mech balancing
hard fuse bg color
fix fuse starFlicker
fuse enemyA hard recolor
fuse enemyB hard recolor
hard fuse minion movement changes
Debugging some particles being emitted with NaN positions
Don't try to bundle Textures/replayui/
Updated Jenkinsfile
More replay debugging helpers
Fixed particle systems getting NaNs if time scale is 0
Merge branch 'particle-system-nan'
Revert change to particle system arc angle
Merge branch 'master' into camera-rewrite
Fixed AnimatedSpriteControllers not being disabled on reset
Revert change to particle system arc angle
Debugging some particles being emitted with NaN positions
More replay debugging helpers
Fixed particle systems getting NaNs if time scale is 0
Merge branch 'particle-system-nan'
Don't try to bundle Textures/replayui/
Updated Jenkinsfile
Debugging some particles being emitted with NaN positions
hard intro curse
debug powerups only added to living players
hard tutorial guy attacks
tweaked hard intro spawn positions
form explosion doesnt remove bullets on hard
formatting fix
fix octopus wave bg
simplified how octopus waves work
octopus noGunsLeft waves
hard octopus turret new pixels
hard octopus tweaks
Fixed zooming in after a player dies
Fixed camera movement when dt is 0
Merge remote-tracking branch 'origin/master' into camera-rewrite
Account for moved centroid of split screen shape again
TextureImportOverride fixes
Merge branch 'master' into camera-rewrite
Splitscreen culling working for multiple cameras
Factored out camera position / scale handling to CameraFrame class
TextureImportOverride fixes
ShapeInstanced fragment clipping
Splitscreen clipping for most shaders
Handle "ensured" targets
Camera position clamping now handles splitscreen better
hard intro stage boss spawn tweaks
hard oracle anger levels
Merge branch 'master' of SpaceUsurperUnity
hard intro tweaks
Merge remote-tracking branch 'origin/master' into camera-rewrite
Camera movement based on targets
Fixed loading of nested objects when the root includes a base definition
Fixed loading of nested objects when the root includes a base definition
Merge branch 'master' into camera-rewrite
Fixed error when loading legacy stages
Merge branch 'master' into camera-rewrite
More camera rewrite work
Fixed error when loading legacy stages
Fixed loading of nested objects when the root includes a base definition
green player2
more green player2 effects
green player2 on loading bar
proper player2 visuals in extra campaigns
player2 tutorial speech bubble color
hard player visuals
Merge remote-tracking branch 'origin/master' into camera-rewrite
Keep track of camera targets for each frame
Calculate camera bounds from targets
Working towards solving for splitscreen
octopus waves bg
Merge remote-tracking branch 'origin/master'
Extra safety against self-overlapping background elements
Fixed channel rotated background elements not being tiled correctly
Merge branch 'master' into camera-rewrite
invasion bg stars
background fading helpers
invasion phase background transitions
New camera target system, json scripting and debug rendering done
Merge remote-tracking branch 'origin/master' into camera-rewrite
Fixed character spacing in pause menu medal times
Added Stage_DebugLines.DrawDebugCircle()
Merge remote-tracking branch 'origin/master'
Extra safety against self-overlapping background elements
Fixed channel rotated background elements not being tiled correctly
Fixed character spacing in pause menu medal times
Added Stage_DebugLines.DrawDebugCircle()
Stripped out old camera code
Fixed backgrounds starting at 0 opacity
Fixed case where baked backgrounds might not tile seamlessly
Can now show / hide background layers, with optional fadeTime
Fixed severed boss parts sometimes hanging around after a restart
Fixed getting in a reset loop in co-op
Fixed typo in BackgroundSubLayer
Can now reference properties in a background sub layer in update funcs
Fixed BackgroundElement.Opacity not actually being used
Fixed bindings not updating in co-op
Override directories now using a list instead of a dictionary
Fixed background shader not being centred around (0,0) as expected
Fixed standalone build error
Can now override shader flags for sprite materials
Allow point filtered textures
Fixed artefacts when textures used by ShapeInstanced have transparency
This will probably make some things look weird that were previously tweaked to compensate for the artefacts, like powerup pickups.
Player_Trail.Opacity is now used again
Fade out powerup UI if player gets too close
Fixed unit graphics possibly hanging around after resetting a stage
Fixed possible NRE in Bullet.Init
Background sub-layer angular velocity and rotate around position
Fixed sorting order of bullets in separate volleys
Merge remote-tracking branch 'origin/master'
Added updateVelocity property for background sub-layers
Changed how diamonds are transformed, fixing culling issues
Fixed possible NRE in main menu
Force replay archiving on reset in editor by holding shift
Fixed divergence caused by use of Rand.Fixed by non-fixed bullet pattern
Fixed baked backgrounds not being cleaned up on stage reset
Game will now go back to the main menu on error during stage init
Throw error when trying to load stage with wrong player count
More aggressive camera clamping
Added WholeStageCamera mode
bakedWorldSize explanation
Fixed a bunch of cases where the wrong button prompts can show on switch
Fixed switch build error
Reduced pause / game over blur kernel size for switch performance
Glow and blinking for background sub-layers
Got rid of alpha pre-multiplication in background layer shader
Revert "Fixed bug with alpha blending in ShapeInstanced"
This reverts commit 339c89719e90a4cbf9e42dc24042b88ce9c62ccd.
Basics for background sub layer rendering
Normalised clouds01 textures
Fixed bug with alpha blending in ShapeInstanced
Fixed baked background texture not tiling perfectly
Plugged in properties to background sub-layer rendering
Tweaked octopus example of background sub-layers
Added Background Layer shader
Mockup of background sub-layer properties
Added Rand.Direction()
Fixed unit form data pixel "ranges"
Merge remote-tracking branch 'origin/master'
Fixed hiding timer / progress again
Stages can now disable split-screen
Fixed laser colours being swapped