7,893 Commits over 3,745 Days - 0.09cph!
Migrate to Unity2018.4
Fixed TMP mspace values broken by upgrade
Merge remote-tracking branch 'origin/master' into unity2018.4
!switch
Now on Unity 2018.4.23f1 !switch
Updated Jenkinsfile !switch
Fixed main menu background not always being black when in co-op (!)
Updated Jenkinsfile
Fixed not being able to reset stage while waiting for game over anim
Hints can now be per-player
Fixed hint positioning when multiple are visible
Merge branch 'unity2018.4'
Fixed main menu background not always being black when in co-op (!)
Updated Jenkinsfile
Fixed not being able to reset stage while waiting for game over anim
Hints can now be per-player
Fixed hint positioning when multiple are visible
Updated Jenkinsfile !switch
Now on Unity 2018.4.23f1 !switch
Migrate to Unity2018.4
Fixed TMP mspace values broken by upgrade
Merge remote-tracking branch 'origin/master' into unity2018.4
!switch
Fixed possible NRE related to focus hint
Fixed co-op replay divergence
Fixed menu background color
Don't show continue / exit prompt until gameover anim finishes
Fixed cameras not starting merged when reviving partner
Fixed controller vibration persisting on victory screen
Fixed nsp path in slack message
Possible fix for build error !switch
Only run NexPlugin install script if not found in project !switch
Attempt to run NexPlugin install script if required !switch
Fixed NRE when FSM action gets cancelled during FSM update
Added Facepunch.Build.Switch()
Updated Jenkinsfile
!switch
Fixed looping sounds stopping when focus lost
Got rid of camera ortho size fudging
Merge remote-tracking branch 'origin/master'
Merge remote-tracking branch 'origin/master'
Merge remote-tracking branch 'origin/master'
Rewrite of splitscreen post process blending
Merge remote-tracking branch 'origin/master'
Default ColorFilter should be white
Make sure selected item is navigated to on focus in ScrollTable
Parallax now supported in splitscreen
Merge remote-tracking branch 'origin/master'
First pass at having each player have their own post processing
Redux post process method call fixup
Only re-init cameras if switching between single and splitscreen
Fixed Switch editor error
Fixed camera position sometimes suddenly snapping when one player dies
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Fixed being able to push speech bubbles far away from their targets
Merge remote-tracking branch 'origin/master'
More effort to keep players on-screen in co-op
Splitscreen options default value tweaks
Fixed yet another button prompt speech bubble anim bug
!redux
Fixed camera positioning bug in co-op if player1 uses mouse input
Fixed camera position instability
Unified solution for split angle and distance
Fixed another cause of bad speech bubble button prompt anims
Fixed button prompt anims in speech bubbles during co-op
Co-op splitscreen player distance now takes aspect ratio into account
Tweaked default values for splitscreen camera
Re-enabled camera clamping
Use CameraPos instead of TargetPos for splitscreen calculations
Camera clamping accounts for very tight split angles better
Maybe better solution for splitscreen camera clamping
Got rid of PlayServicesResolver
Players repel speech bubbles again
Attempt to spawn speech bubbles on the side of their target player
!redux
Show border warnings for threats outside of screen corners
Corner border warnings are now clamped by screen split line
Added splitscreen camera distance buffer
Grey out equipment info for dead players
Added max turn rate for splitscreen split
Rewrite of splitscreen camera positioning
Use PlayerActions instead of IPlayerInput in DefaultEmbeddingSource
Fixed possible NRE in DefaultEmbeddingSource
Fixed black box when StyledRects with shadows have 0 width
Fix button prompt animations in SpeechBubbles targeting a player
Separate sections on video settings page
Added Control.CanSelect
Added min / max merge dist options for splitscreen
Added SpeechBubble.SetTargetPlayer(player)
!redux
Split margin now uses stage letterbox colour
Split border warning now fades in / out
Reset view size on stage restart
Fixed broken hijack bindings
Don't show hijack button if wrong player count
Refactored border warning to not require axis alignment
Splitscreen border warning now fully functional
Trying out a margin between the split screens
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
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
Making sure single-screen co-op still works
Can now switch between single cam and split-screen in settings
Started work on Vignette split-screen support
Vignette fully works in split-screen
Fixed audio listener position in split-screen
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
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
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
Include Unlit/Texture shader in builds !redux
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
Fixed visual hitch on respawning player
Fixed transition to single screen on player death
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
First attempt at transition between single and split screen
Working on fixing split-screen transition on death / revive
claw,frame,laser targeting
build !redux
Merge remote-tracking branch 'origin/master' into split-screen
Rotating split screen proof of concept