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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
player gun tweaks
player gun perp offset
autorotating gun
form number text
powerups blink before disappearing
powerup blink tweaks
multiple player guns at once
fixed error with player gun physics force
leaderboard times show extra decimal places when needed
time doesnt show unnecessary trailing zeroes
powerup wobble
powerup display text
increased powerup moves to bottom of display
show powerup level
better font, etc
laser resets to starting angle
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
triangle tweaks
powerup display
powerups bottom left
explosive pixels add force
maze form 1
asteroid part
plant top right
remove plant anchor pixel
player attack
improved fire pixel damage
plant bot left
triangle boss
fire enemies
fire enemy pixels damaged by fire
box stage
wind boss
wind bullet
asteroid stage
pxc can always ignore pixel connections
maze boss 0
ring shield
track inner wall
track boss laser
pixelsgroups can repel when they are destroyed
limit the number of pixel assignments that can be shown
updated diamond shader
diamond spritesheet import settings
fire circle lethal
toggle fire on and off
top left plant
circle shader options array
circle sprites can be larger dimensions
background color lerping
some pixel spawning changes
plant respawns when pixels cut off
bullet pattern durationFunc
unit opacity cap
snake follows player
average out bullet properties with last frame to fix timescale issue
merge
removed more old friction code
reworked vibration values
changed impulseFriction to impulseFrictionPercent
converted bullet friction to frictionPercent
lineparticle friction to frictionPercent
movementcontroller velocity uses frictionpercent
impulse velocity frictionpercent
changed player brake easing
bullet outer bounds
fixed unit opacity flickering
fixed a pattern volley timing issue when multiple volleys take place on a single frame
key depth correctly on top of pixelgroups
player gun renderposition
fixed pxc tint not being init correctly
can set movementcontroller position directly
key fade in etc
units properly set inactive after being destroyed
key stage
vibration max range
fixed unit from being disabled while bg still fading out
pixel debris spread angle