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fixed chunk scaling bug when form destroyed
merge
start on menu stage
changed some rand.fixed to rand.dynamic
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
erode random chunk pixel if needed
improved chunk rotation physics
pixel chunk center of mass
pixel chunk torq
child pxc chunks start eroding random pixel
changed pixel erosion timing
pixel erosion debris opacity
pixel chunk debris direction
pixel chunk velocity
dont archive replay when retrying stage without dying
pixelchunk erosion
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
chunk erosion debris
chunk erosion debris scale
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fixed bullet color lerping
fixed non-angled bullet starting rotation
fixed spawn positions for child pxcs
bullet random keyframe properties
bullet rot speed per keyframe, rotation speed func
fixed some bullet rotation issues
working on strafeboosting
physicselements, boosting
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullet keyframe angle func
cursor nullref fix
fix bullet pushing
shorter player trail, tweaked player speed
added braking back to default player armor
debug text doesnt use TMPro
bullets with no hit effect dont get checked for collision
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked wheel stage
mine attacks
hooked up tentacle stage again
octopus attacks
patternparams is a now a class, bullet pos param
expressionstrings mult(vec2, float)
satellite attacks
arena bounds pattern params
bullet hit effect None
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullet arbitrary x & y pos
units avoid eachother
mine stage
tweaked menu
mine bomb exploding
bomb timers dont trigger if destroyed
units try to stay in bounds
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
spawn mine bomb
cleaned up unit spawning
refactored unit spawning some more
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
included circleinstanced shader
disable units during setup that shouldnt autospawn
some refactoring with unit/pxc destroy & disable
merged DontStartActive into DontAutoSpawn
satellite stage again
fixed invuln pixel color
mine stage
minelayer form 1
minelayer form 2
playerarmor separated from player_body
player armor subclass set properties
removed playerarmortype enum
armor acts as shield
reflected line particle direction correct
deleted non-compressed files
dont look for _compressed files
pxc offset is a property now
unit core dont collide with player when prev core destroyed
compress anims
fixed merge - load compressed files
Experimenting with a loading progress system
Working on a way to compress Pxc anims
Merge remote-tracking branch 'refs/remotes/origin/master' into temp
Updated game.unity
Anim data compression attempt
Some compression fixes
Fixed Pxc anim compression
Now using a compressed format for Pxc source files
Added a bool LoadCompressed constant
Added Steam Cloud example
lowercase vars again
merge
create neighbours
animate invuln pixel toggle
satellite stage
invuln pixel updating
satellite toggle invuln pixels
behaviour loop branching
more laserunit attacks
more laser stuff
form 2 lasers
tweaked how bullets get removed
laser skull circle attack
laser inactive when their pixelgroup anchor is destroyed
toggle button for playing replay or not
laser part anchor
merge
hooked up hijack button in inspector
laser form 0, increased core destroy screenshake
fixed bullet rotation
bullets fade out when despawning
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
laser forms
fixed laser, moved camera to own gameobject
rect line adding fix
changed playerbullet depth
laser unit bullet
level names
first form doesnt animate bg color
spawn laser unit
player spawn pos
planet movement delay fixed
hide leaderboard when starting level
debug destroy form
simplified leaderboard querying
show leaderboard on menu