3,028 Commits over 3,867 Days - 0.03cph!
removed old Powerup and TempEffect
renamed v2 powerup stuff
unit spawnInstantly property
merged Unit and ScriptedUnit
merged GameStage and ScriptedStage
unit hidden color in json
unit overlap opacity percent in json
removed non-scripted stages and units
fixed unit spawn out of bounds issue
set unit movement/angle funcs
unit set bounds in json
unit out of bounds callbacks
pxcdamagepercent again
unit movement funcs
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
unit facing funcs
can set unit repulsion circles in json
can spawn player-anchored patterns
add floater method for FSMs
partdata sfx
pixelgroup keeps reference to its PartData
hit reaction stuff in partdata
unit border warning in json
bullet MovementMode.All
renamed autoRotateSpeed to rotationSpeed
funcs for bullet patterns
cleanup
partdata onHit and onDestroy
cleaned up octopus fsm
reworked pattern aiming, removed AimMode
fixed flipped pattern bullet start angle
renamed pattern flip
pattern corePos property; dont mirror pattern angle for targetAngle patterns
fixed wrong angle for player bullets
fixed spawner bullet
fixed pattern sizemultiplier issue
fixed bullet spawner powerup
bullet AddImpulseVelocity
improved spawner bullet positions
targetPosition PerUpdate func persists
reworked bullet color lerping
other perupdate funcs persist
bullet facingAngle stuff
removed Bullet ReactionParameter
bullet pixel damage func
bullet hurtPlayer now bullet doesntHurtPlayer
bullet movementMode
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullet targetPosition lerping
more bullet PerUpdate stuff, unit BaseHp default value fix
shield effect stacking size
player gun vibrates when touch pixel
tweaking when bullet current move direction is set
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
reworking some bullet param lerping
cleaned up bullet
fixed bullet/pattern mirroring issues
bulletAngle property for homing bullets
removed bullet redirecting
fixed lerping between PerUpdate and keyframe values
more PerUpdate properties on bullet
merge
merge
shield break effect
shield break 2 parts, some more bullet keyframe timing properties
powerup DespawnLastBullet
powerup funcparams
fixed bulletNum
removed some comments from testunit.fsm
passive repel powerup
TestStage is scripted stage
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
shield visual effect
fixed testunit part json
removed non-json TestUnit and TestStage
powerup onPreventDeath
fix pixel respawn bug
bullet handler add force function
player_behaviour and fsm
player onUpdate callback
some music stuff
some trail params
player funcparams file
player body shape funcs in config file
fixed octopus stage config player
player gun data
reworking player gun - aiming
reworked more of player gun
some cleanup of old gun stuff
powerup calls Fsm.FixedUpdate even when deactivated, if needed
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
cleaned up powerup
player sprite with quad rather than tris
crosshair uses quad
removed triangle
removed diamond lines
player body params in json
powerup issue
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
unit laser controlling methods
player death effects in config
fixed a bug with bullet size multiplier
changed octopus laser angle
playerShoot powerup uses bullet angle for aiming
renamed frameNum to spriteNum
removed stage_bulletreactions
powerup onAcquire callback
renamed powerup iconFrame to iconSpriteNum
PlayerData, initialize player movement from json
player core specified in config
stage config species which player config to use
laser data
laser set in json turns on
redirect powerup, removing more bullet reactions
removing some bullet_reaction stuff
slow motion powerup, fixed bullet hotloading
fixed bullets not ignoring collision with source pxc
BulletRecipe is now HotloadedData
removed Custom stage and Custom unit
PatternRecipe is now HotloadedData
stop caching bullet recipes for now
SpriteAnimRecipe is now HotloadedData
tweaked snake pattern
stage.SpawnBullet
circle skew is now based on distance not velocity
make sure bullets referencing other bullets in the same volley arent gettin a reused pool bullet instead
bullet onHitPlayer callback
renamed some bullet properties (pxc -> pixel)
transform pixel effect when bullet hits pixel
pixel splash damage effect from json
Spark pixel effect from json
bullet lifetime finished callback; bullets with 0 lifetime never expire
player shoot pattern with json powerup
powerup can remove effect bullets when finished
bullet onKeyframe action
bullet hurtPlayer func
stage SpawnPowerup method for bullets to call
bullet trying to call player method
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
powerup charge decay
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
powerup effect bullet
removed some bullet vars
removed bullet blinking when despawning
bullet target pos func, simplified bullet Init params
bullet targetDirection func
bullet targetDirection -> targetAngle, simplified some bullet code
powerup levels, powerup player hit callback
removed vignette again
debug drawing methods called from json
powerup callbacks
pattern property funcs
bullet uses parametercollection
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullet pattern properties (w/ issue)
removed debugs
more bullet property reworks, fixed pixelchunk not having velocity
reworked bullet color lerping
lots more bullet property funcs
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
more bullet property funcs
replacing bullet recipe properties with funcs
unit disconnect pixel chunk method
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
powerup v2, powerupdata
powerup properties
powerup fsm
unit respawn function, can respawn only pixels of a certain category
hide vignette on menu stage
tweaked hurt vignette, fixed timescale init bug
fixed camera shake position accumulating
first volley of pattern has no delay again
rename upate to update
screenShake unit event
player hurt state & vignette again
laser is owned by pixelgroup - reworked how lasers are added to units
stage SpawnUnit
powerup level limit to 3
pxc anim waits until end of current loop to switch to diff anim
unit PlayAnim func
removed some bullet modifiers
reset Unit.IsHidden on setup
bullets can follow enemies instead of player
bullet can collide with source pxc
got rid of some redundant unit spawning options
removed pxc children
test unit
test pattern stuff
renamed arbitrary pattern to Custom
cluster patterns, some tweaking with params
rotating star cluster pattern
icicle pattern
removed bullet damage multiplier
only graze push when not braking
bulletSizeMultiplierFunc
removed forwardSpreadFunc
removed some more pattern modifiers
pixelgroup death bullet pattern
pixeldata death bullet pattern
renamed Quad to FreeformQuad
reworked Circle into Quad
renamed Circle shader etc to Quad
Rectangle shape for bullet
some more rectangle bullet stuff
rectangle bullet collision
cleanup