7,948 Commits over 3,745 Days - 0.09cph!
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
Start again
Added SteamVR, got basic movement working
Nicer floor grid material
Make sure both hands get set up
Only teleport with the analog sticks
Add ECS packages
Hashing out basic geometry components
Simpler data structures
Basic rendering
Floor and ceiling meshing, texturing
Started on GrabZoom, currently axis aligned
GrabZoom rotation
Added StyledRects
Added a basic tool radial menu
Started work on a vertex editing tool
Fixed hover logic, basic vertex selection + dragging
Refactored SetHovered / SetSelected
Added TextMeshPro resources
GrabZoom polish
Can now select / deselect multiple vertices by holding multiselect combo
VertexEditTool refactor
Added AxisAlign button, now used in VertexEditTool
Updated README.md
Oops, updated README.md
Fixed axis aligned vertex dragging
Disabled DebugRenderSystem
First draft of vertex duplication
Trying out new GrabZoom controls
Updated README.md
Better floor / ceiling triangulation
Fixed typo in GrabZoom
When dragging vertices, show a widget at the start position
GrabZoom is now a tool, is on off hand by default
Radial menu tweaks
Add tool name label to tool menu
First attempt at vertex merging
Started big refactor
A little more cleanup
Fixed phantom shadows in VerticalSelector shader
Started rewriting vertex adding / removing
Create new vertex when half-edge widget is grabbed
Snap new vertices to the grid
Vertex creation refactor
Grid snap now varies with zoom level
Added grid guide when editing vertices
Level saving / loading
45° snapping for moving vertices
Vertex widget material tweaks
Smaller default world scale
Fixed not being able to create vertices on short edges
Merge neighbouring HalfEdges if overlapping
Renamed VerticalSelector shader to StickWidget
Refactored neighboring vertex merging
Working on another vertex merging rewrite
Can now create new rooms by merging vertices
BackFaces are now a thing
Hide grid guide on start
Started working on a floor / ceiling extrude widget
Renamed VerticalSelector shader to StickWidget
Refactored neighboring vertex merging
Working on another vertex merging rewrite
Can now create new rooms by merging vertices
Merge neighbouring HalfEdges if overlapping
45° snapping for moving vertices
Vertex widget material tweaks
Smaller default world scale
Fixed not being able to create vertices on short edges
Updated Facepunch.Parse / Facepunch.ExpressionStrings
Always use RegexOptions.CultureInvariant with RegexOptions.IgnoreCase
Fixed exception during replay tests
Fixed some remaining Resources.Load usages
Don't call Stage.Draw() in batch mode
Updated Facepunch.Parse / Facepunch.ExpressionStrings
Always use RegexOptions.CultureInvariant with RegexOptions.IgnoreCase
Added failing test for tr-TR culture
Added Facepunch.Parse dll
Fixed parse error in tr-TR culture
Use CultureInvariant with IgnoreCase for regexes
Custom stage scripts can compile again!
Working towards supporting custom stages loading with asset bundles
Added a way to create Switch asset bundles in the editor
Fixed leaderboard related NRE on Switch
swap effect
reverted onion emoji filtering
BulletPattern now implements IPropertyContainer
Merge branch 'master' of SpaceUsurperUnity
swap polish
swap handles when players are dead
hunter dragging vine
better string sprite
dragging status caused by bullet
Merge remote-tracking branch 'origin/master' into asset-bundles
Added AssetBundleHelper.LoadAsync / ResourceHelper.LoadAsync
Grid snap now varies with zoom level
Added grid guide when editing vertices
Started big refactor
A little more cleanup
Fixed phantom shadows in VerticalSelector shader
Started rewriting vertex adding / removing
Create new vertex when half-edge widget is grabbed
Snap new vertices to the grid
Vertex creation refactor
Fixed AssetBundle errors in Standalone
Fixed error spam if Pxc_Texture overlay is missing
SfxManager loads after global assetbundle is loaded
ProgressionManager updates after global AssetBundle is loaded
Fixed error spam if CoreLayer texture is missing
Fixed FindAssetEditorFallback
Fixed a few more AssetBundle errors
Fixed regressions with editor asset loading fallback
Added support for 32-bit float wave files
Fixed some cases where assets weren't loaded in the editor
Cleaning up asset path discovery
Global AssetBundle refactor
Working towards loading assets only from bundles
Stage resources now loaded from AssetBundles, handling unloading
Fixed some AssetBundles being unloaded / reloaded unnecessarily
BulletPattern now implements IPropertyContainer
prospector robo pink laser sparks
robo tractor pattern
prospector new form0 anims
Merge branch 'master' of SpaceUsurperUnity
prospector form1 pixel anims
prospector form2 pixel anims
prospector robo unit pixel anims
robo laser missOn pattern
fix anim bug with prospector
Fixed UI ordering
Made onion emoji use point filtering
Don't watch for DataFile changes when not in play mode
Missing meta file
Merge branch 'master'
Meta file changes
Added an AssetBundle merging strategy
Fixed menu stage always wanting to load all audio AssetBundles
Fixed UI ordering
Made onion emoji use point filtering
Don't watch for DataFile changes when not in play mode
Moved campaign flags back to Resources
String files are now in an AssetBundle
Removed unused resource
Moved most stuff out of Resources
Support playing in editor before everything is ported to AssetBundles
Fixed StageIDs not being found in the editor
Always load json data from assets when baking
Started working on generating asset bundles for each stage
Fixed some typos
Removed PlayServicesResolver
Can load bundled assets directly in editor
Some AssetBundle boilerplate
Font assets now loaded from asset bundles
Build asset bundles on Jenkins
Equipment item description word wrap height fix
Added hover / click sounds to buttons on workshop page
Added defaults to StyledRectButtonAnimator
Fixed buttons to view item workshop pages
Better navigation highlight for workshop column headers
Fixed column sort icon alignment
Fixed scroll table actions / highlight being visible while loading
Fixed scroll table navigation after sorting
Fixed standalone build error
Merge remote-tracking branch 'origin/master'
Made stage card progress bar notches more subtle
Fixed redux fuseEggShield including non-redux eggShield
Switch input device handling rewrite
Merge remote-tracking branch 'origin/master'
Fixed standalone build error
Now using the Switch's native controller support UI
Cleaner / more complete fix for switch face button labels
Fixed Add Player button icon on Switch !redux
Cursor now auto hides / shows in menus when using a controller
Ignore some mouse events if cursor is hidden
Disable focus hint on game over !redux
Cleaned up nexRankingCategoryIds for redux stages
Half focus hint hold time
Disable song switching in the menu
Fixed Switch build error
Fixed stage-specific loading tips not being baked
Fixed possible NRE on startup
Fixed some edge cases with Switch dual JoyCons + Pro Controller
Disabled Video settings on Switch
Support for weird combinations of Switch JoyCons / Pro Controllers
Fixed some other possible unnecessary script compilations
Made resource baking timing output more useful
Updated Facepunch.ExpressionStrings
Removed some redundant compilation from baking
Added IScriptFunc.IsCompiled
Fixed script parsing causing a delay in the main menu
Fixed hang when switching to workshop or replay tabs