7,893 Commits over 3,745 Days - 0.09cph!
Fixed going back to split-screen after reviving a player
Fixed respawn pod regression !redux
avoid divergence when setting initial _targetPlayerUpdateTimer
Only log frame times if replays don't diverge
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
Only log frame times if replays don't diverge
Split-screen proof of concept
Added ignoreCollisionWithPaths to UnitLaserData
Example of ignoreCollisionWithPaths in redux mech stage
Floor / ceiling extrude tool
Rewritten backface candidate handling to support verticality
Fixed subdividing HalfEdges of stacked rooms
Added unit tests for ReduceProgressSamples
Moved ReduceProgressSamples to a worker thread
Animate LeaderboardPair
Fixed possible NRE in PixelGroup.Hit
Added auto targeting properties to BulletData
Example homing bullet target updating
Increase player threat on damage pixels / cores
Bullets disengage when threat multiplier == 0
Fixed bullet / unit player targeting bools ignoring "false"
Fixed respawnPod targeting the wrong player
Fixed equipment up/down floaters not updating when list is empty
Fixed respawn pod sometimes not reviving the right player
Fixed some bad resource paths
Player threat stat, new way for units / bullets to target players
Got rid of some logging
More target player selection
Fixed changes to included json files not causing includers to refresh
Added BulletData.changeTargetPlayerOnDeath boolean
Backported replay performance logging
Log timeline of average frame times during replay tests
Fix possible exception when loading HotloadedData
Updated Facepunch.ExpressionStrings
Revert "Fixed hunter stage draggingVine attaching to wrong player"
This reverts commit 374611d7ae26a7bca866a6d405847077387dc753.
Changed how targetPlayer is selected if not specified in json
Fixed hunter stage draggingVine attaching to wrong player
Fixed equipment menu scroll prompts sometimes showing incorrectly
Set target player of bullets / patterns spawned by status effect
Added GameManager.StartWithTwoPlayer, sorted inspector fields
Updated player 2 loading screen icon
PixelGroups can now track separate players from their Unit
Keep performance chart axis the same !redux
Experimenting with minimising ParticleSystem.Emit() calls
Added failing test related to whitelist propagation
Keep inner exception stack trace when parsing
Fixed whitelist propagation through interfaces
Optimised removing recently disconnected pixels from list
Updated Facepunch.ExpressionStrings
Fixed replay breaking change in ConnectionCache
Show both players on the loading screen in coop
Performance improvement for SeparateDisconnectedPixels
AudioListener position fix for coop
Always show item HUD for both players in coop
Log outlier frame times
Fixed HotloadedData cache faults caused by platform overrides
Fixed replay breaking change
Updated Facepunch.ExpressionStrings
ForEachPlayer performance improvement in single player
Avoid allocation in ParameterCollection.AddDependant()
Refactored some bullet properties to avoid allocations
Speech bubbles now update with raw delta time
Attempt to re-use particle systems for Pxc.CreateDebris()
Started working on a floor / ceiling widget
Floor / ceiling widgets done
Replay timing plot script tweaks
Remove outliers from frame time data
Static method to delegate conversion caching in Bullet
Wait until nav menu animation is done before loading ScrollTables
Added a script to generate a graph of replay test frame times per stage
Merge remote-tracking branch 'origin/master'
Log more timing statistics during replay tests
New leaderboard mode toggle prompt style
Selected stage card glow
Quit prompt tweak
Fixed possible bake error
Fixed leaderboards refreshing twice on score submit
Big refactor, mostly making floors / ceilings separate entities
Split off floor / ceiling moving to a new tool
Tweaked visibility of powerup level text on pause screen
Merge remote-tracking branch 'origin/master'
Fixed condition for global bundle asset load fallback
Fixed song AudioClips not being precached for the main menu
first section of string fades in
whitelisted pixelgroup damage/heal methods
fix patternStartPos set to wrong value
dragging vine boss behaviour
webbed icon
new dash icon
web sfx
bullet onDespawn callback
centipede death effect
death effect centipede2
trap centipede death effect
added more dash powerup to tentacle
tentacle rotating petrify attack
Updated Facepunch.Parse / Facepunch.ExpressionStrings
Always use RegexOptions.CultureInvariant with RegexOptions.IgnoreCase
Merge branch 'master' of SpaceUsurperUnity
tweaked player hurt camera shake
removed useLegacyDamage from redux bullets
status effect gunAimSpeedMultiplier
barrage powerup
new convert aimer
bunch of new shoot sfx
Merge branch 'master' of SpaceUsurperUnity
fixed some bake errors
Fixed errors about missing sound files
Fixed aiming on joycons
Fixed changing menu tabs with joycons
tweaked convert vibration
barrage powerup work
Merge remote-tracking branch 'origin/master' into asset-bundles
Editor fallback for loading asset bundle manifests
Fixed string files not being loaded in the editor
Fixed errors about missing sound files
Fixed aiming on joycons
Fixed changing menu tabs with joycons
Added example level
Load example level by default
Fixed a couple of causes of invalid back faces #3
Fixed finding floor / ceiling widget position
Can now raise / lower floors and ceilings