userJames Kingcancel

7,950 Commits over 3,745 Days - 0.09cph!

4 Years Ago
New approach to view stretching
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Fixed AnimatedSpriteControllers not being disabled on reset
4 Years Ago
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
4 Years Ago
Revert change to particle system arc angle
4 Years Ago
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'
4 Years Ago
Don't try to bundle Textures/replayui/ Updated Jenkinsfile
4 Years Ago
Debugging some particles being emitted with NaN positions
4 Years Ago
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
4 Years Ago
TextureImportOverride fixes Merge branch 'master' into camera-rewrite Splitscreen culling working for multiple cameras Factored out camera position / scale handling to CameraFrame class
4 Years Ago
TextureImportOverride fixes
4 Years Ago
ShapeInstanced fragment clipping Splitscreen clipping for most shaders
4 Years Ago
Handle "ensured" targets Camera position clamping now handles splitscreen better
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Fixed error when loading legacy stages
4 Years Ago
Fixed loading of nested objects when the root includes a base definition
4 Years Ago
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
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Fixed character spacing in pause menu medal times Added Stage_DebugLines.DrawDebugCircle() Stripped out old camera code
4 Years Ago
Fixed backgrounds starting at 0 opacity Fixed case where baked backgrounds might not tile seamlessly
4 Years Ago
Can now show / hide background layers, with optional fadeTime
4 Years Ago
Fixed severed boss parts sometimes hanging around after a restart Fixed getting in a reset loop in co-op
4 Years Ago
Fixed typo in BackgroundSubLayer
4 Years Ago
Can now reference properties in a background sub layer in update funcs
4 Years Ago
Fixed BackgroundElement.Opacity not actually being used
4 Years Ago
Fixed bindings not updating in co-op
4 Years Ago
Override directories now using a list instead of a dictionary Fixed background shader not being centred around (0,0) as expected
4 Years Ago
Fixed standalone build error
4 Years Ago
Fixed bake error
4 Years Ago
Can now override shader flags for sprite materials
4 Years Ago
Allow point filtered textures
4 Years Ago
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
4 Years Ago
Fixed unit graphics possibly hanging around after resetting a stage
4 Years Ago
Fixed possible NRE in Bullet.Init
4 Years Ago
Background sub-layer angular velocity and rotate around position Fixed sorting order of bullets in separate volleys Merge remote-tracking branch 'origin/master'
4 Years Ago
Added updateVelocity property for background sub-layers Changed how diamonds are transformed, fixing culling issues
4 Years Ago
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
4 Years Ago
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
4 Years Ago
bakedWorldSize explanation
4 Years Ago
Fixed a bunch of cases where the wrong button prompts can show on switch
4 Years Ago
Fixed switch build error Reduced pause / game over blur kernel size for switch performance
4 Years Ago
Glow and blinking for background sub-layers
4 Years Ago
Got rid of alpha pre-multiplication in background layer shader
4 Years Ago
Revert "Fixed bug with alpha blending in ShapeInstanced" This reverts commit 339c89719e90a4cbf9e42dc24042b88ce9c62ccd.
4 Years Ago
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
4 Years Ago
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'
4 Years Ago
Fixed hiding timer / progress again Stages can now disable split-screen Fixed laser colours being swapped