3,004 Commits over 3,867 Days - 0.03cph!
pxc collision warning
removed cheat button, incremented progression
single tutorial text object
instruction input time
more instruction sequencing
intro form 1
damage instructions
instructions
movement instructions
aiming instructions
more instruction work
intro stage
fix null _line in player guns
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
reset bullet splash range, splash effect pixel queue
reset ShootTimer, diagnostics to PlayerGun
reset player gun chargePercent
reset brake percent properly
pool player guns
reset player reverseAccelerationFactor
some more gun reset stuff
check if currentForm is null
reset gun direction properly
switched up powerups on all levels
changelog, fixed changelog scrollrect, incremented progression
updated custom folder
edifice first form attacks
edifice form 1 patterns
edifice third form attacks
alternating damage/splash powerup
side gun powerup
diff projectile for side gun
splash damage is bullet property not effect
splash powerup affects player bullet
lasers dont collide with pxc until they pass an open square
edifice lasers
edifice grid attack
part select mode NextAlternating
powerups now share a single bullet effect type
edifice stage
edifice stage 2
edifice third form
tweaked pxc spark effect for multiple sparks
impact pxc effect can trigger on each pixel damaged
tweaked satellite skull bullet
splash damage is now a pxc effect
new easing funcs, easing test stage
bullets use unclamped lerp so they can use elastic easing
back and elasticSoft easing funcs
bounce easing func
forum link
pixel spark effect
side guns
laser lerps length
bullet impact pxc effect
splash damage bullet effect
reworked pixel flashing
splash damage min & max pixel distance
splash damage doesnt hurt parts
custom corePattern
more custom patterns
instructions, changelog
feedback ui
dont save to steam when switching levels, just mark dirty
save selected planet whenever it changes
fixed controllable turret rotation percent being >1
player-pxc collision is checked first for raycast
pxc rotation kinda pushes player
dont push player away from pxc while braking
custom test stage
fixed a bug with text not getting cleaned up properly
reduced non-boss death repel sizes
fixed changelog files not being read in standalone
new changelog
incremented progression
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
grazing slows time
grazing pushes bullet slightly
commented out danger slowdown stuff
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
auto-hide changelog if nothing new
changelog ui
import changelogs from json
changelog navigation buttons
changelog toggle button
tweaked changelog colors
changelog 0 content
dont remove powerups when destroying bullets
no damage reduction up close
quick restart option
bullet spread isnt random, is reduced
fixed font
reduced enemy death repel
cores destroy nearby bullets on death
cleaned up old recipes
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullet uses rand.dynamic where appropriate
disperse one less powerup
powerup dispersing, bullet modifiers, bullet force
powerups use raw delta time longer when dispersing
tweaked powerup display opacity
concept levels
all enemies have death repel
working on powerup dispersing
player shotgun pellets updated
tweaked player-pxc collision
fixed timer messing up
maybe fixed invuln bug
tweaked player bullet damage values
fixed a rotation bug
no collision leniency for small bullets
removed all lineparticle stuff
tweaked player hitbox color
explosive pixels glow as they start to explode
laser spark bullet
player death debris
fixed bullets not showing up
tweak player bullet values
player muzzle flash
fuse enemy attack switched to bullet
chunk debris
fixed bullet size/opacity modifiers
can find bullet damage percent
fixed issue with bullets carrying over last bullets values
got bullet reflection working
improved reflection
diamond pixel debris
reflection pxc movement
quickreflect, rect & circle pixel debris
bullet wont leave bounds before checking pxc collision, no matter its speed
despawn styles
improved bullet impact
bullet size scaling stuff
bullets can hit pxc, replace player lineparticle with bullet
bullets specify if they collide with pxc/player
adjusted bullet raycast points
bullet-pxc hit callback hooked up
register & resolve bullet-pxc collisions to find closest