3,005 Commits over 3,867 Days - 0.03cph!
fixed screen fading bug, tweaked player core
player core looks where aiming
fixed die-on-restart bug, pixels wont move right after killing player
fade out thing player hits and dies to so can see player body through it
bullet only despawns if player hits but doesnt die
fixed bug where one section of player trail would be double drawn
fix player radius being wrong size
player hitbox uses core controller
fixed bug with stopping planet wander timer
polished player core
pattern recoilFunc
player anchored patterns canceled if player hit
pattern vibration
reworked controller vibration
tweaked player recoil
direct bullets pickup
player gun anchor mode for patterns
tweak player bullet
movement controller anchor changed to player anchor
player patterns stop on death
rotateWithAnchor works with other anchor types
patterns can move child bullets as they rotate
change bullet rotation when rotated by pattern
bullet cantBeAffected property
pattern continuously update rotation option
spinning mace powerup
can set frame num and colors of temp effect circle
temp effect shoot can snap angle
crescent pattern, fixed nullref
fixed bug when bullet passes multiple pixels on first frame; pattern pos can be used as bullet source pos
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
pixels flash less when hit by bullets not dealing their full damage
cleanup, tweaks
temp effect takes control of shape, not bullet
temp effect shape despawn
reworked temp effects so they can be triggered by pickups
all temp effects use a circle shape
clone circle so overlapping temp effects wont affect same one
clean up duplicate code
diamond sprites
powerup icon class
circle border
border despawn
border size lerp
repel powerups from eachother
proper powerup collision
powerup pickup
pickup bounds and border warning
powerup cycling
powerup visuals lerping
diamond powerup
border
diamond outer types rotating
fixed not dying after losing powerups and getting hit
fixed bullet arc angle
tweaked bullet repel
fix core despawning
mine powerup visuals
invuln hit react
fix floater opacity
fixed powerup dispersing
core scaleXY
pattern determines core look time, not the layer
core react
react when shot
sweat drop
octopus core visuals; core layer opacity modifiers and charge modifiers
pattern shootFinishLookTime
core shootSpinSpeed
core shootWobble
core shoot jitter
core layers fade out after being destroyed
core kickback when shooting
patterns determine volley delay once; cores look in aim direction between volleys
pattern determines aim angle continuously while charging
json params for core charge aiming
zoomed in camera a bit
fixed gear spinning
pixelgroup coloring partial class
charging color separate from shoot color, refactored core colors
core charging color easing type
modifiying core values
pattern param anchorVel
changed how cores aim their look while charging a pattern
modify core layer values when pixelgroup shoots
fixed menu core size
menu planets look at focus point better
planet cores use raw delta time for wandering
core flinch when hit
cores only flinch when damaged
renamed core wobble to bounce
fixed a nullref when holding left trigger and entering stage
core wobble
renamed core dynamiclayers
tweaked damage flinch, core EffectScale not applied to stage nodes
streamlined core glow a bit
separate core shoot color, fixed bullet size bug
core shoot flash, fixed core shoot percent
core shoot flash applied to correct layers
fixed rapid core shoot color
can have more than one pixelgroup flash at a time
fixed fuse wall lasers flashing
fixed default pixelgroup colors
couple other pixelgroup tint tweaks
cores look in a direction while charging
removed pointless PixelGroup.UseOverlayColor
removed and renamed some core tinting stuff
pixelgroup color targets need to be requested
mine shrapnel uses fan func
can tell corecontrollers where to look
cores can temporarily look a direction
core lookspeed modifier
core flinch
core wander
core smooth wander
tweaked tooltip fade values
renamed some bullet pattern vars
reworked lots of pattern recipe stuff - bullets can be subdivided into fan or parallel shapes
mine shrapnel collides with player
mine pattern start angle fixed
mine tweaks
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullets can be repelled from units
patternNum tracked for each different pattern
mine shrapnel changes angle each time
mine warning
fixed a bullet looping bug and made looping syntax simpler
fixed issue with mine looping
fixed some mine bullet issues
bullet pattern velocityFunc, mine bullet powerup
pattern/bullet levels
powerup bullets get level param
bullet pxcDamageFunc
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
turn off floaters again
fixed lasers in edifice stage
timescale hander can go above 1f
added bit of leniency time before clearing player gun requested patterns
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
maybe fixed start-of-stage input issue
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
grenade shrapnel
grenade reacts with a different pattern depending on whether it impacts pxc or not
tweaked grenade bullet, fixed bullet despawn issue
converted damage powerup to strong bullet
grenade bullet
removed unnecessary bullet reaction vars and rename startReaction to keyframeReaction
mostly fixed visuals on temp effects
bullet despawn reaction
renamed bullet effects to bullet reactions
player default gun shoot callback for powerups
splash powerup levels
replaced old splash powerup
tweaked splash bullet visuals
player strong bullet splash damage and impact effect
bullet hit player/pxc sfx
fix bullet shot counter
only clear imported in setup while in editor
splash doesnt affect invuln pixels
specific bullet shoot and impact sfx
bullet impact effects are now patterns
player gun shoots diff types of bullets
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
player_guns disabledshooting property
player default gun can request diff bullet
player muzzle flash offset
muzzle flash color
fixed unnecessary bullet imports and allocations
bullet/patterns forgotten when stage restarted
bullet pattern caches effect
player gun fires patterns instead of individual bullets
creepy sound effect when fuse enemies get enraged
solved a timer bug
fuse boss freed attacks
fuse enemy spinner
fuse enemy stops patterns when ending enrage
changed glass pixel damaged color and wobbly bullet rng on Nautilus
fuse balancing, fix for controller input not being recognized when first starting
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked fuse enemy spokes pattern/bullets
fixed fuse simple bullet glow
enrage bullet shot for each enemy
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
pixelgroup overlay color fix
remember last input type when starting stage
fuse transform bullet moves to enemy pos
fuse enemy base class
transformed unit moves toward player
fixed unit facing issues
fuse unit lerps color when enraged
fuse boss sets position directly instead of using velocity
fuse bullet subfolders
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fixed fuse wall debug hp
hide lock mouse binding when not enabled
tweaked fuse enemy aoe attack
fuse glass break sfx
changelog
fixed laser spawning too many particles when slowmo
fuse wall repulsion circles
fuse enemy line bullet impact effect
fuse wall studs
fuse glass, boss moves a bit
fuse glass shader tweaked
fuse glass explosion
fixed lasers not hitting pixels on the edge of a pxc
fuse boss bobs more as it loses pixels
finished hooking up fuse boss studs
fuse wall studs
can optionally not change invuln pixel colors
fuse wall lasers and trigger
fuse wire effects
fuse enemy bullet pulse
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity