userRyleighcancel
repoSpaceUsurperUnitycancel

1,605 Commits over 2,618 Days - 0.03cph!

7 Years Ago
ShootPatternTowardsPlayer bullet effect bullet effect param can specify MirrorMode more bullet shootpattern effect targeting options fixed satellite anim files repurposed bullet as explosion effect removed stage_explosions
7 Years Ago
bullet redirect effects
7 Years Ago
reorganized bullet physics effects, non-negative bullets use full radius collision
7 Years Ago
merged bullet effect types freeze bullet effect flash bullet color flash color when repelling bullets bullet attract effect
7 Years Ago
vibration strength option toggle controller vibration option
7 Years Ago
fixed laser-player collision bug
7 Years Ago
fixed bullet shape lerping parellel bullet pattern shape
7 Years Ago
bullet collision uses fixed shape sizes instead of dynamic
7 Years Ago
debug console text save damaged replay even instead of armor switch
7 Years Ago
added free mouse aiming option
7 Years Ago
incremented progression
7 Years Ago
some balance changes
7 Years Ago
tweaked repel slowmo time
7 Years Ago
added cheat text
7 Years Ago
renamed FIRE MODE to BRAKE
7 Years Ago
bullet bounds not checked until entered arena tentacle form 1 tentacles only 2 forms for now
7 Years Ago
temp effect while having powerup shield improved powerup bullet and tentacle bullets falling rain attack swarm attack
7 Years Ago
fixed bug with adding prereqs improved slowmo when getting hit or getting powerup
7 Years Ago
pixelgroups drop powerups couple sfx tentacle anims
7 Years Ago
reverse accel Merge branch 'master' into staging reworking powerups disperse powerups Merge branch 'master' into staging just a single player damage powerup type shooting powered visuals tweaked player properties follow player strength & radius pixelgroups can have death powerups player laser turret fixed unit respawning timer bug menu default stage Merge branch 'master' into staging removed some debug lines
7 Years Ago
player laser turret fixed unit respawning timer bug
7 Years Ago
pitch music less drastically Fixed an NRE Fix for some variance in dynamic update rates Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs Started work on replay recording Possible fix for TargetException Fixed a typo in a file name tweaked slow grazing pushes player away tweaked grazing cache bullet keyframe glow removed diamond bullets cleaned up player particle collision a bit line line intersection Updated jenkinsfile Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs Basic replays sort of working, not deterministic yet Fixed some non-determinism Some extra logging Replays seem to be fully deterministic in the Test stage danger prediction for line bullets Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity readded diamond bullets streamlined diamond collision a bit danger slowdown for diamond bullets push when grazing diamond bullets danger slow and push from pxcs removed movementcontroller maxspeed better debug lines Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/Player/Components/Player_Collision.cs # Assets/Scripts/Player/Components/Player_Input.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs # Assets/Scripts/Stages/StageComponents/Stage_DebugLines.cs # Assets/Scripts/Stages/StageComponents/Stage_Player.cs # Assets/Scripts/Units/Test/TestUnit.cs New replay format to make adding diagnostic data easier, smaller size Fixed non-determinism when using a controller Renamed random instances to match UpdateFixed vs UpdateDynamic Added deterministic Wait and RandomWait FSM state actions Added delta time replay diagnostic Fixed one source of the time dilation divergence Tentacle stage now sets its StageID repel bullets over time, lerp impulse friction lerp friction for movementcontrollers tweak bullet danger slowdown bullets use impulse velocity tentacle diamond bullets fixed keyboard movement lerping removed braking and boosting New StageID system Demo stops recording when you beat a level Fix for NRE on robot level Started work on a code analysis tool to find nondeterminism leaks Omitted from last commit Code analysis can now find all methods marked with AssertFixed / AssertDynamic diamond bullets for octopus More static analysis robot diamond bullets cleaned up gamemanager Basic non-determinism leak analysis working cleanup, better pixel explosions Playmaker non-determinism seems fixed! Re-enabled danger time scale tweaked pixel debris Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scenes/game.unity # Assets/Scripts/Bullets/Bullet.cs # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/Player/Components/Player_Body.cs # Assets/Scripts/Player/Components/Player_Boosting.cs # Assets/Scripts/Player/Components/Player_Braking.cs # Assets/Scripts/Player/Components/Player_Camera.cs # Assets/Scripts/Player/Components/Player_Hitbox.cs # Assets/Scripts/Player/Components/Player_Input.cs # Assets/Scripts/Player/Components/Player_Trail.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Units/Robot/Robot.cs removed powerup class, added bubble shield, etc Fixed another cause of nondeterminism New replay format, reduced file size to <1kb/s when omitting diagnostic data Fixed kb/s printout Added FixedSendRandomEvent FSM action Fixed Rand.Fixed debug printing when TestDivergeFrame is -1 Another cause of indeterminism Added an editor menu item to automatically substitute non-deterministic FSM actions for deterministic ones Added StageNameAttribute, ability to override stage names for leaderboards Added rotation controller interpolation Replay now records music playback location Added music fade-in if playback starts midway through a song refactoring patterns, octopus done tentacle partially converted to forms Fixed explosive pixel indeterminism Found one cause of stage restart indeterminancy working on respawning with child pxcs fixed some issues with respawning while having child pxcs Fixed another cause of indeterminism Another indeterminism fix Fixed robot laser replay divergence Fixed music not playing when restarting a replay Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down Player input get reset at the end of replay playback fixed respawn core bug tweaked pxc collision danger slowdown amount form core handled like other parts reworking spritecontroller animation Replays are now ~0.05kb/s spritecontroller default anim animated sprite controller load spritesheet anims from json rehooked up octopus rehooked up tentacle, bullets can avoid player instead of homing Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Resources/Units/Octopus.prefab # Assets/Resources/Units/OctopusTurret.prefab # Assets/Resources/Units/TentacleMonster.prefab # Assets/Scenes/game.unity # Assets/Scripts/Chunks/PixelGroupChunk.cs # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/GameManager/ImportManager.cs # Assets/Scripts/Globals.cs # Assets/Scripts/Laser.cs # Assets/Scripts/Player/Components/Player_Body.cs # Assets/Scripts/Player/Components/Player_Health.cs # Assets/Scripts/Player/Components/Player_Powerups.cs # Assets/Scripts/Player/Guns/PlayerGun.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Pxc/Pxc.cs # Assets/Scripts/Stages/Levels/BossStage.cs # Assets/Scripts/Stages/Levels/HubStage.cs # Assets/Scripts/Stages/Levels/OctopusStage.cs # Assets/Scripts/Stages/Levels/RobotStage.cs # Assets/Scripts/Stages/Levels/TentacleStage/TentacleStage.cs # Assets/Scripts/Stages/Levels/YellowStage/YellowStage.cs # Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs # Assets/Scripts/Units/Octopus/Octopus.cs # Assets/Scripts/Units/Octopus/OctopusTurret.cs # Assets/Scripts/Units/Portal/Gate.cs # Assets/Scripts/Units/Portal/Portal.cs # Assets/Scripts/Units/Robot/Robot.cs # Assets/Scripts/Units/TentacleMonster/Tentacle.cs # Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs # Assets/Scripts/Units/UnitComponents/Unit_Forms.cs # Assets/Scripts/Units/UnitComponents/Unit_Pxc.cs # Assets/Scripts/Units/YellowGuy/YellowGuy.cs Fixed errors after merge Added default values for new GameManager fields Fixed FSM actions Added Stage.CanRecordReplay, HubStage doesn't record Fixed HubStage not being included in stage list Fixed standalone builds Started work on replay uploading misc level list ui menu tweaks Updated Facepunch.Steamworks Working on replay uploading on highscore submit Can now detect if a leaderboard entry has a replay attached Fixed Utils.GetTimeString Watching replays from the leaderboard works! refactored the way stage components are gotten Moved leaderboard UI to a prefab to make merging easier Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scenes/game.unity # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/GameManager/UI/LeaderboardUIController.cs # Assets/Scripts/Globals.cs # Assets/Scripts/Laser.cs # Assets/Scripts/Player/Components/Player_Collision.cs # Assets/Scripts/Player/Components/Player_Health.cs # Assets/Scripts/Player/Guns/PlayerGun.cs # Assets/Scripts/Player/Player.cs # Assets/Scripts/Pxc/PixelGroup.cs # Assets/Scripts/Pxc/Pxc.cs # Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs # Assets/Scripts/Stages/Levels/BossStage.cs # Assets/Scripts/Stages/Levels/HubStage.cs # Assets/Scripts/Stages/Levels/OctopusStage.cs # Assets/Scripts/Stages/Levels/RobotStage.cs # Assets/Scripts/Stages/Levels/TentacleStage.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Stages/StageComponents/Stage_Arena.cs # Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs # Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs # Assets/Scripts/Stages/StageComponents/Stage_SpriteAnimations.cs # Assets/Scripts/Units/Octopus/Octopus.cs # Assets/Scripts/Units/Octopus/OctopusTurret.cs # Assets/Scripts/Units/Robot/Robot.cs # Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs # Assets/Scripts/Units/Test/TestUnit.cs Fixed compilation errors after merge Fixed runtime errors after merge menu stage without player cursor on menu, cant deselect all buttons hide menu in gamestage menu sprite level button data tentacle silhouette sprite Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Plugins/Mono.Cecil.meta # Assets/Resources/SpriteRecipes/level.meta # Assets/Resources/Stages.meta # Assets/Scenes/game.unity # Assets/Scripts/GameManager/GameManager.cs # Assets/Scripts/LevelSelectUI.cs # Assets/Scripts/Stages/Stage.cs # Assets/Scripts/Stages/StageComponents/Stage_Units.cs # Assets/Scripts/Units/Unit.cs # Assets/Scripts/Units/UnitComponents/Unit_Forms.cs Fixed game.unity after merge Added dynamic input updating settings button Fixed some bullets pausing for a frame when other bullets get removed Added Utils.DynamicEaseTo Now using DynamicEaseTo for keyboard movement / aiming Player trail length is not framerate independent Moved pixel flashing colour to dynamic updates A warning is now emitted when a replay is from a different version of the game Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity update unity version fixed dynamic easing of danger slowdown reference frame rate of 60 Removed replay.spr Added *.spr to .gitignore Fixed Utils.DynamicEaseTo Properly fixed Utils.DynamicEaseTo can set pixelgroup prereqs to destroy fixed bullet angle lerping Fixed rendered position of objects flickering when the game is paused Added Utils.DynamicEaseTo for quaternions bullets lerp rotation properly, diamonds check collision based on angle bullet angle renderangle fixed bullet facing direction for non-angled bullets OCD Pause toggle should be safer for replays, fixed not being able to get out of a replay Fixed UI when finished watching a replay Leaderboard scores without a replay attached will get automatically replaced first form of replay shows pxc background merge following bullets rotate, tweaked player movement a bit reset bullet color timer properly background grid shader loading ui standardized mouse aiming input a bit increased mouse aim speed removed some old pxcs wheel unit form spawn anim, pxc anims use names without path reworked pxc animation timing wheel form 0 wheel form 2 new unit shoot method fixed playmaker actions triggering twice Fixed divergence when resetting without the player dying Updated jenkinsfile Replay playback speed proof of concept Merge remote-tracking branch 'refs/remotes/origin/master' into replays Merge branch 'master' into replays Added replay playback UI Fixed missed frames building up if replays are set to play back too fast Fixed the wrong time value being used in the replay UI Added a restart button for when a replay has finished unit Next gun shoot ordering get next existing gun added way to repeat playmaker CallMethod wheel spoke pattern test bullet pattern mirror modes pattern mirror modes more flexible tweaked circle bullet push effect, etc tweaked diamond bullet pushing, keyboard movement lerping Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scenes/game.unity Added a FixedCallMethod playmaker action Replaced the wheel unit's CallMethod action Merge remote-tracking branch 'refs/remotes/origin/replays' Working on a comment input UI Merge remote-tracking branch 'refs/remotes/origin/master' into replays Comment input mockup is done fixed line-circle intersection false positive Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity tweaked bullet danger slowdown a bit dont respawn first form Made comment input a bit jucier Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scenes/game.unity Mockup of displaying comments bullet modifiers on shoot command Comments are now repelled by the player Comments now have timeline markers, which they are ejected out of Can now hover over comment markers to preview them Improved how nearby comment previews stack up Merge remote-tracking branch 'refs/remotes/origin/master' into replays # Conflicts: # Assets/Scenes/game.unity Test replay comments are now saved to a json file fixed issue with bullet pattern mirroring, some tweaks stop recording replay after player death anim Merge remote-tracking branch 'refs/remotes/origin/master' into replays Replay player input type defaults to Controller Merge remote-tracking branch 'refs/remotes/origin/replays' Now skips comments that are outside of the replay time range merge Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Fixed possible KeyNotFound exception Comment marker ticks fade out when their comment is displayed Fixed comments sometimes getting stuck on top of each other unit FSM setstate instead of sendevent Added mockup UI for deleting comments Fixed comment deletion condition Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity wheel shield gen tweaked bullet push movement input removed redundant Unit.OnCreate wheel prereqs part prereq indicator arrows Fixed possible ArgumentNullException Updated Facepunch.Steamworks Added interface for inserting emoji into comments, not added rendering yet Started working on an IMeshModifier for rendering emoji part hit screenshake part destroy screenshake map icons planet links Basic emoji rendering Some emoji rendering fixes More emoji rendering fixes Emoji insertion now respects the caret position Fixed faulty comment repulsion logic can change selected planet menu completed levels planet colors menu camera control Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity non-core parts cant be damaged with bullets Better emoji rendering solution debug destroy form simplified leaderboard querying show leaderboard on menu hide leaderboard when starting level level names first form doesnt animate bg color spawn laser unit player spawn pos planet movement delay fixed Rewritten emoji rendering so they are merged into one mesh per comment laser forms fixed laser, moved camera to own gameobject rect line adding fix changed playerbullet depth laser unit bullet fixed bullet rotation Fixed pressing enter when the emoticon list is open both appending and submitting bullets fade out when despawning Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity camera shake manager oops laser form 0, increased core destroy screenshake laser part anchor Attempting to fix comment input resizing Fixed comment input resizing Removed debug log Basic hijacking proof of concept merge hooked up hijack button in inspector toggle button for playing replay or not tweaked how bullets get removed laser skull circle attack laser inactive when their pixelgroup anchor is destroyed more laser stuff form 2 lasers Can now log profile samples to the console for things that load on Awake Experimenting with a loading progress system behaviour loop branching more laserunit attacks satellite stage invuln pixel updating satellite toggle invuln pixels 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 animate invuln pixel toggle 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 compress anims fixed merge - load compressed files 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 reflected line particle direction correct playerarmor separated from player_body player armor subclass set properties removed playerarmortype enum armor acts as shield Updated Facepunch API Facepunch.API database driven comments Emoji are working Forgot to commit this from the office satellite stage again fixed invuln pixel color mine stage minelayer form 1 minelayer form 2 some refactoring with unit/pxc destroy & disable merged DontStartActive into DontAutoSpawn Can now see the pause menu in replays, with help text hidden Merge branch 'master' of SpaceUsurperUnity Updated compressed Pxc Meta files Fixed some WebGL build errors Some more WebGL error fixes Fixed comments being visible in the main menu after leaving a replay Fixed comment input popping up for a frame when watching a replay Case sensitive rename (1/2) Case sensitive rename (2/2) Case sensitive rename (1/2) Case sensitive rename (2/2) Fixed possible exception when pausing Fixed missing shader in standalone builds 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 mine bomb exploding bomb timers dont trigger if destroyed Merge branch 'master' of SpaceUsurperUnity Removed Pxc compression script units try to stay in bounds Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity units avoid eachother mine stage tweaked menu bullet arbitrary x & y pos arbitrary pos func vec2 arena bounds pattern params bullet hit effect None Updated Facepunch.ExpressionStrings Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Updated Facepunch.API Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity patternparams is a now a class, bullet pos param expressionstrings mult(vec2, float) satellite attacks hooked up tentacle stage again octopus attacks robot attacks laser attacks tweaked wheel stage mine attacks Leaderboard submission retry system Fixed off-by-one start on menu stage Score submission retrying fixes Merge branch 'master' of SpaceUsurperUnity Fix for some non-standalone build errors bullets with no hit effect dont get checked for collision Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity cursor fix Replay UI is hidden when hijacking Merge branch 'master' of SpaceUsurperUnity Possible fix for divergence when player was shooting while resetting the stage Stage update method cleanup to make it harder to break determinism Jenkins builds now aren't automatically made live on steam Fixed stack overflow on menu Added warning comments when a replay is out of date or diverges Added game version to leaderboard entries Comment tweaks Cursor visibility fixes cursor nullref fix fix bullet pushing shorter player trail, tweaked player speed added braking back to default player armor debug text doesnt use TMPro working on strafeboosting Fixed possible NRE Merge branch 'master' of SpaceUsurperUnity Working on async stage loading - done for Octopus Robot stage now uses async loading SatelliteUnit now loads asynchronously Can now rotate Pxcs before they load, Tentacle stage now loads asynchronously physicselements, boosting Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity bullet keyframe angle func Laser stage now loads asynchronously Wheel stage now loads asynchronously Mine stage now loads asynchronously Merge branch 'stage-async' Merge branch 'master' into stage-async Fixed desync caused by the new stage loading system Fixed debug comment file becoming unreadable Optimised RegenerateAnimDataNeighbours(), moved when it happens to make stage loading smoother Fixed typing an N or M while commenting causing sfx / music to mute testunit issues fixed testunit Added a warning when trying to add a unit after a stage has started loading Merge branch 'master' of SpaceUsurperUnity bullet random keyframe properties bullet rot speed per keyframe, rotation speed func fixed some bullet rotation issues Local replay archiving system Using steam remote storage to share all attempts in debug builds Fixed possible compilation error when building for non-standalone fixed bullet color lerping fixed non-angled bullet starting rotation fixed spawn positions for child pxcs bullet random lifetime Added build ID to replay analytics pixelchunk erosion Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Fixed analytic failure message chunk erosion debris chunk erosion debris scale Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Added recent run browser to menu (press Shift + R) Can now close the recent runs view with Escape, which can now also quit the game Recent runs now update when you select a different planet Added recent run caching Recent run fixes Attempting to make replay archiving more reliable Fixed missing reference Fix for cloned replays reporting a desync Can now see which recent runs are from an old version of the game changed pixel erosion timing pixel erosion debris opacity pixel chunk debris direction pixel chunk velocity dont archive replay when retrying stage without dying pixel chunk center of mass pixel chunk torq child pxc chunks start eroding random pixel improved chunk rotation physics erode random chunk pixel if needed Temp fix for crosshair breaking after a stage restart changed some rand.fixed to rand.dynamic Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Playing a recent replay owned by the local player will now attempt to use a diagnostic version of the replay Fixed diverge comment frame, replaying a stage with diagnostics after a diverge will log info about rand calls Specific Rand instance now required when creating a LineParticle Removed unnecessary Setup() call before loading a replay Fixed tentacle stage desync Fixed mine stage desync Jenkinsfile - report build errors, fixed BuildInfo Removed unused reference to Facepunch.Steamworks Added way to create fake comment authors for game notifications Leaderboard entries from old versions of the game now show up as red fixed chunk scaling bug when form destroyed merge start on menu stage Added Unit.RequiredForVictory, now used when deciding if a stage is complete Merge branch 'master' of SpaceUsurperUnity Fixed property that got overwritten in a merge Moved victory checking to Stage_Scoring Fixed octopus turrets not being a requirement to win Score is now submitted even when not completing a level, leaderboard shows completion % Added example usage of the comment system in gameplay, to show your last run's progress Added progress to analytic data in recent runs fixed chunk position bug pixelgroup pattern partial class for clarity charging particle effect code Fixed non-player comments with the same text causing an exception Fixed pixels that haven't spawned counting as progress dynamic line particles checked for pxc collision Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity unsaved files Fixed case where RecentRuns UI wouldn't hide when changing stage CommentAuthor now supports having no avatar Merge branch 'master' of SpaceUsurperUnity Temp fix for bug when damaging forms as they spawn in invuln pxc cant be damaged again use PlayerState instead of PlayerActions for controlling player control replay speed with kb or controller lerp aimer visuals for dynamic time dont lerp playback speed while paused Added replay events, which add markers to playback timeline Added time tooltip when hovering over the timeline Disabled replay UI in the scene Possible fix for alt fire desync Invalidated all older replays armor reworking player body bank angle color lerps moving wall stage start Added sharing URL buttons to recent runs, can now launch the game into a replay Merge branch 'master' of SpaceUsurperUnity Fixed possible cause of build failure Changed steam protocol link for watching replays Startup replay now downloads comments Added replay events to analytic data pxc rotations moving wall stage Can now watch replays selected in a web browser PauseMenuUI now always hides when changing scene Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Latest Facepunch.Unity Fixed possible DirectoryNotFoundException brake strafe shooting Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity tweaked left trigger shooting line bullet start/reflect visual tweaks prevent player from firing at start of stage screenshake uses raw dynamicDT player hit vibration doesnt continue while paused pixelgroups dont show up in wrong position for a frame while spawning pixelgroups use dynamicupdate for visuals tweaked strafeboost values Possible fix for sometimes getting stuck after dying / winning Facepunch.Steamworks.Config.ForUnity armors add guns, and guns stack tweaked player size Now sends build info on rcon connect Using steam build number instead of jenkins build Placeholder loading screen tweaks enemy guns cant fire when destroyed tweaked braking and boosting values slightly diff crosshair design crosshair shoot wobble form # floating text tweaked player body color strafe shot muzzle flash remove facepunch.steamworks include Updated Jenkinsfile Added AppleTv to build Appletv fix bullet sets proper final accel/friction/etc Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity clear player vibration when exiting stage diff pixel debris types for each pixel Fixed crosshair / trail RectLines sometimes looking weird Removed duplicated line pixelchunk keeps track of pixeldatas pixel chunk debris sfx lerp debris color from current to damaged randomly tweaked feel of strafeboosting rotation speed affected by movement speed Fixed emoticon codepoints getting truncated Leaderboard UI now displays comment counts Temporary logos/splash Merge branch 'master' of SpaceUsurperUnity reworked diamond bullet collision blink player middle color when in danger tweaked diamond pushing Build using 5.6.2p4 moving wall unit destroy when out of bounds Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Started working on being able to see how many unread comments are on a replay Merge branch 'master' of SpaceUsurperUnity Added persistence to read comments count pattern flip across origin, etc big rotating diamond bullet pxc opacity unit fade in/out remove includes unit fade in/out lerp color when fading unit in/out moving wall boss unit, tweaked hiding units removed some includes tweaked octopus bullets player visual locator fade out player locator on death locator shader model 3.0 Added `throwIfNotFound` param to StageID.Get(typeName) Updated Facepunch.Steamworks Added HighscoreManager, now calculates overall rank for players Changed how overall score is calculated tweaked player locator unit gameobj sets active/inactive properly stage triggers Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity fixed problem with bullet rotation speed func bullet keyframes can spawn bullet patterns fixed bullet anchored pattern start angle converted robot orb attack to new bullet-shoot-pattern system controller doesnt vibrate while game doesnt have focus player handles its own bounds checking think the stage not fading out bug is fixed removed some includes dont submit replays in editor fixed unit spawning pxc anim tweaked octopus tweaked wheel tweaked robot tweaked mine tweaked laser work on moving wall bullets fixed diamond hitbox length bullet sprites can be offset from hitbox, diamond bullet collision fixes removed includes invulnerable parts dont reflect bullets vibrate when player is going to hit pxc tweaked diamond hitboxes and player camera dont check bullet collision if size is zero oops moving wall 2nd form menu planet linear layout laser turret stage Example level select json file laser turret trigger anim Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Updated level select example file Added LevelSelectData Merge branch 'master' of SpaceUsurperUnity LevelSelectData hotloading Menu stage layout now loaded from LevelSelectData A more complex example level select layout Now using `requiredCount` from level select data Changed MenuStage.Move(dir) logic Now looks for the planet that's closest to the target direction trying to add new octopus Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity can control laser aim audio priority bullet damage affects laser control amount turret target unit Updated Facepunch.Unity Fixed error in non-standalone builds Re-added Apple TV build option Started work on Howie's level select concept Tweaked example tentacle icon Made level icons super creepy fixed octopus 3rd form octopus turrets changed octopus patterns feedback text fixed fade not covering whole screen improved feedback text ugly high scores window removed textures Level icons panic a bit when you select them Fixed possible event leak in LeaderboardUIController Merge branch 'master' of SpaceUsurperUnity clear pool setup callback (maybe fix crash) forgot to save Merge branch 'master' of SpaceUsurperUnity Stage_Camera now functions without a Stage_Arena MenuStage now doesn't have a Stage_Arena Moved core graphics Updated LevelSelect/default.json First draft of new planet link style Planet / Core refactor Added Howie's octopus eye Fixed missing planet link CoreData now refreshes when a referenced base changes Removed border from CoreData files PixelGroups can now have CoreControllers Planet borders are now constant width Octopus turrets now use CoreControllers Added highscore submission queue filtering Core size now scales with the PixelGroup's Pxc Simplified Pxc.RenderPosition Can now set CoreData.Color Moved progression methods to HighscoreManager Tweaked planet / link graphics when levels aren't complete fix panel image Some better planet link angles hack for octopus core edge not matching Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity bullet keyframe min/max duration, limit laser hit sfx controllable turret stuff changed level order use cores menu remembers selected planet menu camera starts on current planet core controllers can flash and fade out pulse bloom when muted changed pause menu fixed pause menu in replay check if already loading stage before playing level fixed invisible level button border Fixed possible NRE in LeaderboardUIController Fixed setting CoreData.Alpha Planets can now have individual glow colors Game now remembers the last stage you selected Added level info / scores UI in menu Fixed exception in non-editor builds Standalone build error fix Level info UI is now hidden at startup Fixed cores being invisible in-game Fixed leaderboard entries sometimes not being positioned correctly Can now browse replays in LevelInfoUI Fixed a WebGL build error LevelInfoUI glow color now hotloads properly Changed "BROWSE SCORES" to "BROWSE REPLAYS" Leaderboard tweaks Non-standalone error fix Another build error fix improving sfx mine launch sfx octopus form 1 shoot sfx octopus spread burst sfx, fixed sfx source spread Level info UI layout tweaks Output of Utils.GetTimeString() is more readable Improved level info UI selected index behaviour Removed victory screen test key Leaderboard refactor Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Changed how editor scores aren't submitted Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Draft version of overall leaderboard Merge branch 'master' of SpaceUsurperUnity tweaked tentacle green bullets fixed pxc.renderposition for child pxcs Fix for build error Added column headings to overall leaderboard Leaderboard color tweaks Overall leaderboard now changes type to match level leaderboard Started working on replacing the pause menu UI added music processor Made leaderboards a little smaller Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity made leaderboards a little bigger diamond symbol in overall scoreboard Added overall percentile text Increased deadzone when detecting leaderboard navigation Up / down navigation in leaderboards can now auto repeat Added button prompt icons that change dynamically Leaderboard layout tweaks Changed PLAY REPLAY to WATCH REPLAY tweaked keyboard button icons added r button icon R to replay, Backspace to go to menu Fixed pressing B while browsing replays resetting the stage Merge branch 'master' of SpaceUsurperUnity Now can't select a different planet while a level is loading Slightly better temporary loading screen Slightly better victory UI background for victory ui renabled CommentsUI Better cooperation between comment input and leaderboard UI Merge branch 'master' of SpaceUsurperUnity Offset the menu camera to the right a bit Overall leaderboard is now only in the main menu disable input only when fading out renamed time to patternTime for patternParams stageTime parameter for patterns stageTime parameter for bullet params Added cheat button to unlock levels Progression system tweaks - Can now use CheatLevel() to temporarily mark it as completed - Added event when completion state changed - Now only saves on level transition or quit Added 20 minute timeout for Unity build steps Loading UI tweaks Overall leaderboard position updates on Show() Comments are cleared when hijacking Added warning icons for outdated leaderboard entries Fixed possible NRE after beating Tentacle Victory UI and leaderboard position tweaks Can now use cursor keys to navigate replays in a GameStage Simplified progress calculation Switched to default replay diagnostics to reduce submission lag Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity fixed shotgun display made yellow armor more visible Added basic game info UI for ryleigh to fill in Merge branch 'master' of SpaceUsurperUnity filled in gameinfo swapped tentacles & octopus level, changed a sfx Better support for leaderboard entries that are missing replays Fixed build error tweaked player bullet distance and player camera properties Fixed being able to drag notifications while not in a replay Can now browse leaderboards with no entries GlobalAroundUser leaderboards now default to Global if no entries exist Pause on lose focus Game info UI hides when changing scene Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity relative mouse aiming mode working on ropes Added call to Facepunch.Steamworks.Config.ForUnity() Investigating why Facepunch.Steamworks doesn't configure correctly on linux Left-clicking while using only keyboard switches to use mouse aiming Added linux libsteam binaries PostProcessBuild copies linux steam binaries Updated Facepunch.Steamworks Warning comment avatars are now tinted orange Fixed some useless leaderboards being created Can now call Stage methods from an FSM Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity fsm controller, stage fsm Tweaked leaderboard positions and sizes for lower aspects Fixed `KeyboardAndMouseRelative` input type Cursor visibility tweaks relative cursor moves faster while in deadzone Reworking system of deciding which menu has input focus Fixed level leaderboard input during a GameStage Fixed not being able to browse other replays at the end of a replay Can now click on replays to play them Fixed being able to select overall leaderboard entries Fixed not being able to unpause replays with A Started working on scrolling leaderboards added !UNITY_EDITOR tags rope springs Revert "added !UNITY_EDITOR tags" This reverts commit 423bc2c7d2969eef657ea639eb075a929243001a. dispose steamclient Fix for possible InvalidCastException Merge branch 'master' of SpaceUsurperUnity rope length easing rope width and opacity tweaked crosshair visuals changed default gun alt fire to shotgun blast smooth rope width & opacity alt fire vibration rope uses quads rope wobble fixed rope jitter, player trail uses quads crosshair uses triangles fixed player bullet colliding backwards bug Leaderboards are displaying again with the new system Leaderboard scrolling seems to work Fixed not requesting more entries while up/down is held Merge branch 'leaderboard-scrolling' Fixed build errors Fixed selecting entries with the mouse Fixed scrolling up / down while hovering over leaderboards Fixed build error crosshair bg crosshair bg opacity relative mouse camera aiming chained gun stage removed an include fixed unit stayinarena adjusted menu key repeat rate Added masks to leaderboard names Overflowing leaderboard names are now left-aligned fixed collision-behind bug properly Possible fix for case causing broken leaderboard rows Factored out some leaderboard row repetition Wide leaderboard names now scroll left and right Leaderboard entry scrolling with mousewheel ease spring values of rope chainedgun forms shoot slower bullets when not fully shooting start on menu stage Mocked up options UI layout Started work on scripts for options menu hack so cores/pixelgroups line up better with pixels chainedgun states and laser improved chainedgun patterns invuln spiral pattern Options menu navigation system SliderOptionsItem functionality ToggleOptionsItem functionality Working on an options page system armor opacity depends on layer, base armor doesnt have to be default playmaker callmethod repeat toggle for clarity combined wait time in fixedcallmethod chained gun setheavy mass affects physics force chainedgun 3rd form patterns chainedgun pxc colors chained level on menu Temp fix for leaderboard entries not being displayed More options menu work API for changing options pages gun starting angle fixed player mine gun stage bulleteffect handler bullet keyframe effects, repel player/bullets bullet mass refactored some pattern shooting from pixelgroup to stage_bulletpatterns bullets can spawn mirrored/doubled patterns patterns can move their bullets with them patterns can exist until all child bullets have despawned relative mouse aiming has less rigid radius pattern rotation speed abs; patterns that follow player start aiming at player fixed player-aiming pattern start angle changed pattern mirror modes tweaked controls removed non-relative mouse aiming bullet effects use float array for params Merge branch 'master' into options Option item creation Options menu resizing Fixed options menu navigation Options navigation tweaks, can now close menu Fixed toggle options not being visible Better logic for picking which item is selected when changing page Fixed being able to hide the options menu Combo options item functionality Options menu dividers adjusted player mass to 1f Better options layout, better video options logic Combo option item tweaks removed some debug stuff fixed tentacle pixel debris rope removed if an anchor doesnt exist rope start/end positions initialized correctly fixed another issue with pattern starting rotation improved slowmo bullet effect force octopus purple bullet pattern pattern rotation speed modifier param slowmo bullet adds invuln, invuln only blocks negative hit effects pattern num bullets in volley modifier pattern num volleys modifier only negative bullets cause danger slowdown and push repel bullets shake & vibrate pattern shoot delay modifier pattern forward spread modifier Merge branch 'master' into options Added preview sound effect when changing sfx volume Better options page navigation Now handles held input repetition in options navigation Implemented apply button in video options Key prompt icons for letters / numbers now use a Text component Can now access options menu with select / O Fixed navigating right with ComboOptionsItem Disabled resolution dialogue on launch Audio settings are now persistent octopus f0 patterns fsm loop num can be used in pattern functions bullet absolute angle property, bullet loopNum bullet opacity bullet acceleration func octopus f0 tweaks pattern numVolleysFunc octopus f1 orb attack octopus f1 following repel bullets Added framerate cap option, apply button is only shown if changes are made Vsync / framerate cap settings are persistant Video options refactor, can now revert Added master volume option Mouse aim speed slider Can now open the options menu while in a stage pattern mirroring params better octopus f1 orb patterns int modulo playmaker action fixed pattern random degrees working with patterns that aim at player tentacle form 0 tentacles form 1 tentacles form 3 right bumper for options menu workin on tentacle corecontroller Fixed not being able to browse replays some level tweaks Fixed possible exception when watching an old replay Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity octopus studs Leaderboards are named by their stage type name Moved options pages to separate files Added feedback and devblog buttons to options tentacles shields removed tentacles stage from menu for now cause it has no attacks Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity disabled old mute controls octopus form 2 dual bullets wheel attacks follow player percent func new controllable turret attack tweake level layout a bit menu stage as default Fixed Stage.OnLoaded not being called Overall score is no longer submitted until you beat a level fixed octopus fixed satellite fixed mine layer Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity select 1st stage when try to select nonexistant planet removed some debug Armour cheat now only works in the editor Starting work on control rebinding Discovery of rebindable controls Fixed options title not updating when returning back More control rebinding work More control rebinding work merge Implemented key rebinding, not persistent yet Partial controller rebinding Working on mouse input rebinding Fixed being able to click on leaderboard entries while other UI was on top Mouse and controller rebinding finished, not persistent Cleaned up how button prompts react to control rebinding Controls rebinding now persistent reverse accel Merge branch 'master' into staging reworking powerups disperse powerups Added "RESET TO DEFAULTS" button to controls options page Possible cause of exception in video options page More video settings cleanup Finished resolution options cleanup Leaderboard UI behaves better when switching between mouse and button navigation Working on mouse input for options menu Merge branch 'master' into staging just a single player damage powerup type shooting powered visuals tweaked player properties follow player strength & radius pixelgroups can have death powerups
7 Years Ago
removed some debug merge
7 Years Ago
select 1st stage when try to select nonexistant planet
7 Years Ago
fixed octopus fixed satellite fixed mine layer Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
7 Years Ago
menu stage as default
7 Years Ago
tweake level layout a bit
7 Years Ago
follow player percent func new controllable turret attack
7 Years Ago
disabled old mute controls octopus form 2 dual bullets wheel attacks
7 Years Ago
tentacles shields removed tentacles stage from menu for now cause it has no attacks Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
7 Years Ago
some level tweaks Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity octopus studs
7 Years Ago
workin on tentacle corecontroller
7 Years Ago
pattern mirroring params better octopus f1 orb patterns int modulo playmaker action fixed pattern random degrees working with patterns that aim at player tentacle form 0 tentacles form 1 tentacles form 3 right bumper for options menu
7 Years Ago
octopus f1 orb attack octopus f1 following repel bullets
7 Years Ago
pattern numVolleysFunc
7 Years Ago
bullet opacity bullet acceleration func octopus f0 tweaks
7 Years Ago
octopus f0 patterns fsm loop num can be used in pattern functions bullet absolute angle property, bullet loopNum
7 Years Ago
repel bullets shake & vibrate pattern shoot delay modifier pattern forward spread modifier
7 Years Ago
pattern num volleys modifier only negative bullets cause danger slowdown and push
7 Years Ago
pattern rotation speed modifier param slowmo bullet adds invuln, invuln only blocks negative hit effects pattern num bullets in volley modifier
7 Years Ago
fixed another issue with pattern starting rotation improved slowmo bullet effect force octopus purple bullet pattern
7 Years Ago
removed some debug stuff fixed tentacle pixel debris rope removed if an anchor doesnt exist rope start/end positions initialized correctly
7 Years Ago
bullet effects use float array for params adjusted player mass to 1f
7 Years Ago
removed non-relative mouse aiming
7 Years Ago
fixed player-aiming pattern start angle changed pattern mirror modes tweaked controls
7 Years Ago
relative mouse aiming has less rigid radius pattern rotation speed abs; patterns that follow player start aiming at player
7 Years Ago
patterns can exist until all child bullets have despawned
7 Years Ago
bullet mass refactored some pattern shooting from pixelgroup to stage_bulletpatterns bullets can spawn mirrored/doubled patterns patterns can move their bullets with them
7 Years Ago
stage bulleteffect handler bullet keyframe effects, repel player/bullets
7 Years Ago
gun starting angle fixed player mine gun