3,004 Commits over 3,867 Days - 0.03cph!
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
pixel chunk mass
can exit stage while on victory screen
pixel destroy vibration
improved bullet flash color opacity
better feedback when disconnecting pixel chunk
powerups leave stage bounds slowly
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
added some explosive pixels on robot level
have to hold buttons to leave stage
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
player locator lines
move faster while controls reversed
option to adjust relative mouse aiming radius
clamp mouse to screen bounds
destroy bullet effect
change despawn speed based on distance from bullet destroy effect
player hitbox uses circles
fixed player radius size
despawn line bullets when repelling bullets
tweaked how much players are pushed from bullets
bullet sprite blends into next frame
bullets can lerp between 2 frames, improved player aiming responsiveness
temp effect timers dynamic again
fixed temp effect divergences
reworked instanced shaders
fixed prereq rope starting node positions
tentacle prereq ropes
wheel prereq ropes
each pixelgroup have diff prereq rope properties
fixed chained gun ropes
tweaked rope visuals
fixed robot prereqs
fade ropes for hidden units
fade ropes in and out
rope start and end color
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked rope visuals
shield rope flows from prereq to dependant
can highlight ropes
fixed old pixel positions when restarting anim
refactored pixels/pixelgroup spawning
removed some comments
moved a couple classes into their own files
simplified unit spawning
refactored some unit form stuff for clarity
some more unit form refactoring
fixed moving wall level pixel connections
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
remove powerup behind player instead of in front
RopeNode class, fixed a bug when units Bounds isnt set properly
fix unit bulletPatternHandler null ref