7,945 Commits over 3,745 Days - 0.09cph!
redux/intro co-op changes
redux/octopus multiplayer fixes
use stage.PlayerHandler for some Vibrate calls
wrapped AddPhysicsForce calls
mech stage multiplayer fixes
fuse stage multiplayer fixes
trench multiplayer fixes, etc
fixed other stages for multiplayer
some storm pattern stuff
made some storm form0 pixels invuln
Fixed numPlayers not being available during init
Merge branch 'master' of SpaceUsurperUnity
Clear hints on stage change
Removed old QuickPrompt
Clear static fields in cache stores
Merge branch 'master' of SpaceUsurperUnity
Player count for stages now set on instantiation
Merge branch 'master' of SpaceUsurperUnity
intro balance for 2 player
enemy hp scaled based on player count
Meta changes for unity2019
Some initial attempts to find a memory leak
Merge branch 'master' into unity2019
Player count for stages now set on instantiation
Fixed numPlayers not being available during init
Merge branch 'master' of SpaceUsurperUnity
Clear hints on stage change
Removed old QuickPrompt
Clear static fields in cache stores
Initial commit
Added project files
Working in unity2019 again
Fixed compiler errors in generated scripts
Font asset updates
Fixed possible NRE in PxcEffectTransformRing
Fixed saving read replays
Added test replays of all Invasion stages
Fixed divergence related to SpawnPattern calls
Compatibility
Replay with diagnostics from diverging build
Fuse and Hunter test replays
Can now generate and save aux diagnostics from a production replay
Temporarily removed diverging replay from test
Automated replay testing cleanup
Update Jenkinsfile
Update Jenkinsfile
Update Jenkinsfile
Fixed build error
Updated Jenkinsfile
Use dotnet build
Update Jenkinsfile
Merge branch 'dotnet'
Added -manual-quit option
Attempting to run some replay tests on Jenkins
Intro test replay
Fixed possible bullet error when running non-baked
Couple more test replays
Fixed json script line numbers
Fixed divergence caused by d8d99408fac62aab409c210a5cf80bc46eca68ba
Example of making the co-op player a different colour
Separate items HUD UI for coop player
stage stores a list of players
both players show up
unit core looks at closest player
active device
players assigned different PlayerActions
dont listen for mouse input with >1 player for now
Merge branch 'master' into multiplayer
bullets can collide with any player
RepelPlayer can repel all or certain players
lasers handle multiple players
Update .gitignore
Merge branch 'master' into multiplayer
Update timeattack.json
Started dealing with fallout from removing singular "Player" property
Fixed all non-json references to a single player
Started work on fixing json single player references
Added Stage.ForEachPlayer() whitelisted method
Added Stage.AveragePlayerPos
Fixed playerAware func params include
Octopus stage multiplayer compatibility
Kraken runs with two players!
Merge branch 'master' into multiplayer
Testing being able to control with keyboard + one controller
Stages can now specify supported player counts
Legacy support for old single-player stages
Fixed Bullet.IsTouchingPlayer() missing method exception
Update AotHint.cs
Disabled some debug drawing
Fixed keyboard / mouse input in co-op
Fixed timeattack progress
Unpause vignette now supports multiple players
Fixed enemy attacks sometimes targeting dead players
Fixed vignette NRE on game over
Mech stage co-op support
Fuse stage co-op support
Trench stage co-op support
Onion stage co-op support
Hunter stage co-op support
Intro stage co-op support
Tentacle stage co-op support
Claw stage co-op support
Using conditionally whitelisted members for some legacy singleplayer stuff
DefineParameterAttribute now supported on properties
Callbacks like onHitPlayer now know about the correct player
Fixed all usages of Bullet.IsTouchingPlayer() in base campaigns
Bullet.HitPlayer() / Bullet.DamagePlayer() legacy support
Fixed CallMethod not caring about parameters being non-optional
Merge branch 'master' into multiplayer
Merge branch 'master' into multiplayer
Frame stage co-op support
Laser stage co-op support
Storm stage co-op support
Invasion stage co-op support
Basic co-op camera
Fixed camera overhang
Fixed co-op camera scaling
Fixed the wrong player taking damage in co-op
Replays now support co-op!
Got rid of maybe redundant camera code?
Fixed replay testing in editor
Fixed some replay diagnostic warnings
Make sure FacingSpeedMultiplier is reset
Fixed Vibrate method binding
RepelPlayer now takes a Player instance
Fixed typo in CheckStatusLevel causing divergences
Added StyledRect shader
Added StyledRect UI component
Started replacing UI images with StyledRects
Fixed weird camera behaviour at non-FullHD
More UI tweaking
Merge remote-tracking branch 'origin/master' into multiplayer
Merge branch 'master' into multiplayer
Added RectStyle ScriptableAsset
RectStyle previews
Fixed live style editing
Added animated co-op main menu UI
Fixed build error
Coop player can now join / leave
Fixed back button in workshop management menu
Fixed another build error
Fixed regression when watching co-op replays
Gradients can have more than 2 colors
Started work on new loading UI
Fixed a regression with gradients
New loading screen background, text alignment
Slightly smoother song sample sprecaching
Fixed loading screen text alignment
Fixed new exceptions on Switch
Basic support for co-op leaderboards
Merge branch 'multiplayer'
Fixed new exceptions on Switch
Basic support for co-op leaderboards
Slightly smoother song sample sprecaching
Fixed loading screen text alignment
Fixed a regression with gradients
New loading screen background, text alignment
Fixed regression when watching co-op replays
Gradients can have more than 2 colors
Started work on new loading UI
Fixed another build error
Fixed build error
Coop player can now join / leave
Fixed back button in workshop management menu
misc tweaks
Fixed weird camera behaviour at non-FullHD
More UI tweaking
Merge remote-tracking branch 'origin/master' into multiplayer
Added a couple test replays
Making sure replay validation works offline
Merge remote-tracking branch 'origin/master'
Merge branch 'master' into multiplayer
Added RectStyle ScriptableAsset
RectStyle previews
Fixed live style editing
Added animated co-op main menu UI
Added a couple test replays
Making sure replay validation works offline
Merge remote-tracking branch 'origin/master'
Added StyledRect shader
Added StyledRect UI component
Started replacing UI images with StyledRects
Fixed replay testing in editor
Fixed some replay diagnostic warnings
Make sure FacingSpeedMultiplier is reset
Fixed Vibrate method binding
RepelPlayer now takes a Player instance
Fixed typo in CheckStatusLevel causing divergences
Replays now support co-op!
Got rid of maybe redundant camera code?
Basic co-op camera
Fixed camera overhang
Fixed co-op camera scaling
Fixed the wrong player taking damage in co-op
fix janky damage bullets on trench parallel pattern
octopus bubble overlap fix
laser prison warnings
unit behaviourdelay, storm slalom timing changed
finished storm behaviour commit
reduce amount of slice on storm
storm laser and studbullet tweaks
storm meteor can only repel, not damage
tweaked storm return, less suction on storm form 1
player-pixel collision while invulnerable callback, some dash rework
more dash reworking
player useLegacyPhysics, resolved collision callback order issue
dash sprite polish
boost shadow effect
more dash polish, changed some item descriptions
dash backblast effect
adjust dash sound as charges run out
error sfx when trying to dash while invuln
rename brake to focus, addition tutorial state
pattern parentBullet property
bullet-pixel damage fix, bullet.useLegacyDamage property
tweaked repel effect
octopus mine appearance tweak
misc
player/status collide callbacks, Convert rework
fix AddBullet while iterating error
more convert
flagged cantBeIgnored bullets
fix status level check; bullet hitbox leniency status mod
convert hit sfx, etc
+damage combo sfx pitch
playerBodyColor status modifier
Merge branch 'master' into multiplayer
Frame stage co-op support
Laser stage co-op support
Storm stage co-op support
Invasion stage co-op support
Merge branch 'master' into multiplayer
DefineParameterAttribute now supported on properties
Callbacks like onHitPlayer now know about the correct player
Fixed all usages of Bullet.IsTouchingPlayer() in base campaigns
Bullet.HitPlayer() / Bullet.DamagePlayer() legacy support
Fixed CallMethod not caring about parameters being non-optional
Intro stage co-op support
Tentacle stage co-op support
Claw stage co-op support
Using conditionally whitelisted members for some legacy singleplayer stuff
Whitelisted methods can now be conditional
Fixed vignette NRE on game over
Mech stage co-op support
Fuse stage co-op support
Trench stage co-op support
Onion stage co-op support
Hunter stage co-op support
Fixed timeattack progress
Unpause vignette now supports multiple players
Fixed enemy attacks sometimes targeting dead players
Disabled some debug drawing
Fixed keyboard / mouse input in co-op
Fixed Bullet.IsTouchingPlayer() missing method exception
Update AotHint.cs
Stages can now specify supported player counts
Legacy support for old single-player stages