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