pitch music less drastically
Fixed an NRE
Fix for some variance in dynamic update rates
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
Started work on replay recording
Possible fix for TargetException
Fixed a typo in a file name
tweaked slow
grazing pushes player away
tweaked grazing
cache bullet keyframe glow
removed diamond bullets
cleaned up player particle collision a bit
line line intersection
Updated jenkinsfile
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
Basic replays sort of working, not deterministic yet
Fixed some non-determinism
Some extra logging
Replays seem to be fully deterministic in the Test stage
danger prediction for line bullets
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
readded diamond bullets
streamlined diamond collision a bit
danger slowdown for diamond bullets
push when grazing diamond bullets
danger slow and push from pxcs
removed movementcontroller maxspeed
better debug lines
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/Player/Components/Player_Collision.cs
# Assets/Scripts/Player/Components/Player_Input.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
# Assets/Scripts/Stages/StageComponents/Stage_DebugLines.cs
# Assets/Scripts/Stages/StageComponents/Stage_Player.cs
# Assets/Scripts/Units/Test/TestUnit.cs
New replay format to make adding diagnostic data easier, smaller size
Fixed non-determinism when using a controller
Renamed random instances to match UpdateFixed vs UpdateDynamic
Added deterministic Wait and RandomWait FSM state actions
Added delta time replay diagnostic
Fixed one source of the time dilation divergence
Tentacle stage now sets its StageID
repel bullets over time, lerp impulse friction
lerp friction for movementcontrollers
tweak bullet danger slowdown
bullets use impulse velocity
tentacle diamond bullets
fixed keyboard movement lerping
removed braking and boosting
New StageID system
Demo stops recording when you beat a level
Fix for NRE on robot level
Started work on a code analysis tool to find nondeterminism leaks
Omitted from last commit
Code analysis can now find all methods marked with AssertFixed / AssertDynamic
diamond bullets for octopus
More static analysis
robot diamond bullets
cleaned up gamemanager
Basic non-determinism leak analysis working
cleanup, better pixel explosions
Playmaker non-determinism seems fixed!
Re-enabled danger time scale
tweaked pixel debris
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
# Assets/Scripts/Bullets/Bullet.cs
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/Player/Components/Player_Body.cs
# Assets/Scripts/Player/Components/Player_Boosting.cs
# Assets/Scripts/Player/Components/Player_Braking.cs
# Assets/Scripts/Player/Components/Player_Camera.cs
# Assets/Scripts/Player/Components/Player_Hitbox.cs
# Assets/Scripts/Player/Components/Player_Input.cs
# Assets/Scripts/Player/Components/Player_Trail.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Units/Robot/Robot.cs
removed powerup class, added bubble shield, etc
Fixed another cause of nondeterminism
New replay format, reduced file size to <1kb/s when omitting diagnostic data
Fixed kb/s printout
Added FixedSendRandomEvent FSM action
Fixed Rand.Fixed debug printing when TestDivergeFrame is -1
Another cause of indeterminism
Added an editor menu item to automatically substitute non-deterministic FSM actions for deterministic ones
Added StageNameAttribute, ability to override stage names for leaderboards
Added rotation controller interpolation
Replay now records music playback location
Added music fade-in if playback starts midway through a song
refactoring patterns, octopus done
tentacle partially converted to forms
Fixed explosive pixel indeterminism
Found one cause of stage restart indeterminancy
working on respawning with child pxcs
fixed some issues with respawning while having child pxcs
Fixed another cause of indeterminism
Another indeterminism fix
Fixed robot laser replay divergence
Fixed music not playing when restarting a replay
Added state hash and state hash parity diagnostic values to do some divergence checking in replays while keeping file size down
Player input get reset at the end of replay playback
fixed respawn core bug
tweaked pxc collision danger slowdown amount
form core handled like other parts
reworking spritecontroller animation
Replays are now ~0.05kb/s
spritecontroller default anim
animated sprite controller
load spritesheet anims from json
rehooked up octopus
rehooked up tentacle, bullets can avoid player instead of homing
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Resources/Units/Octopus.prefab
# Assets/Resources/Units/OctopusTurret.prefab
# Assets/Resources/Units/TentacleMonster.prefab
# Assets/Scenes/game.unity
# Assets/Scripts/Chunks/PixelGroupChunk.cs
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/ImportManager.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Body.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Components/Player_Powerups.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage/TentacleStage.cs
# Assets/Scripts/Stages/Levels/YellowStage/YellowStage.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Portal/Gate.cs
# Assets/Scripts/Units/Portal/Portal.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/Tentacle.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
# Assets/Scripts/Units/UnitComponents/Unit_Pxc.cs
# Assets/Scripts/Units/YellowGuy/YellowGuy.cs
Fixed errors after merge
Added default values for new GameManager fields
Fixed FSM actions
Added Stage.CanRecordReplay, HubStage doesn't record
Fixed HubStage not being included in stage list
Fixed standalone builds
Started work on replay uploading
misc
level list ui
menu tweaks
Updated Facepunch.Steamworks
Working on replay uploading on highscore submit
Can now detect if a leaderboard entry has a replay attached
Fixed Utils.GetTimeString
Watching replays from the leaderboard works!
refactored the way stage components are gotten
Moved leaderboard UI to a prefab to make merging easier
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/GameManager/UI/LeaderboardUIController.cs
# Assets/Scripts/Globals.cs
# Assets/Scripts/Laser.cs
# Assets/Scripts/Player/Components/Player_Collision.cs
# Assets/Scripts/Player/Components/Player_Health.cs
# Assets/Scripts/Player/Guns/PlayerGun.cs
# Assets/Scripts/Player/Player.cs
# Assets/Scripts/Pxc/PixelGroup.cs
# Assets/Scripts/Pxc/Pxc.cs
# Assets/Scripts/Pxc/PxcComponents/Pxc_Collision.cs
# Assets/Scripts/Stages/Levels/BossStage.cs
# Assets/Scripts/Stages/Levels/HubStage.cs
# Assets/Scripts/Stages/Levels/OctopusStage.cs
# Assets/Scripts/Stages/Levels/RobotStage.cs
# Assets/Scripts/Stages/Levels/TentacleStage.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Arena.cs
# Assets/Scripts/Stages/StageComponents/Stage_Bullets.cs
# Assets/Scripts/Stages/StageComponents/Stage_LineParticles.cs
# Assets/Scripts/Stages/StageComponents/Stage_SpriteAnimations.cs
# Assets/Scripts/Units/Octopus/Octopus.cs
# Assets/Scripts/Units/Octopus/OctopusTurret.cs
# Assets/Scripts/Units/Robot/Robot.cs
# Assets/Scripts/Units/TentacleMonster/TentacleMonster.cs
# Assets/Scripts/Units/Test/TestUnit.cs
Fixed compilation errors after merge
Fixed runtime errors after merge
menu stage without player
cursor on menu, cant deselect all buttons
hide menu in gamestage
menu sprite
level button data
tentacle silhouette sprite
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Plugins/Mono.Cecil.meta
# Assets/Resources/SpriteRecipes/level.meta
# Assets/Resources/Stages.meta
# Assets/Scenes/game.unity
# Assets/Scripts/GameManager/GameManager.cs
# Assets/Scripts/LevelSelectUI.cs
# Assets/Scripts/Stages/Stage.cs
# Assets/Scripts/Stages/StageComponents/Stage_Units.cs
# Assets/Scripts/Units/Unit.cs
# Assets/Scripts/Units/UnitComponents/Unit_Forms.cs
Fixed game.unity after merge
Added dynamic input updating
settings button
Fixed some bullets pausing for a frame when other bullets get removed
Added Utils.DynamicEaseTo
Now using DynamicEaseTo for keyboard movement / aiming
Player trail length is not framerate independent
Moved pixel flashing colour to dynamic updates
A warning is now emitted when a replay is from a different version of the game
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
update unity version
fixed dynamic easing of danger slowdown
reference frame rate of 60
Removed replay.spr
Added *.spr to .gitignore
Fixed Utils.DynamicEaseTo
Properly fixed Utils.DynamicEaseTo
can set pixelgroup prereqs to destroy
fixed bullet angle lerping
Fixed rendered position of objects flickering when the game is paused
Added Utils.DynamicEaseTo for quaternions
bullets lerp rotation properly, diamonds check collision based on angle
bullet angle renderangle
fixed bullet facing direction for non-angled bullets
OCD
Pause toggle should be safer for replays, fixed not being able to get out of a replay
Fixed UI when finished watching a replay
Leaderboard scores without a replay attached will get automatically replaced
first form of replay shows pxc background
merge
following bullets rotate, tweaked player movement a bit
reset bullet color timer properly
background grid shader
loading ui
standardized mouse aiming input a bit
increased mouse aim speed
removed some old pxcs
wheel unit
form spawn anim, pxc anims use names without path
reworked pxc animation timing
wheel form 0
wheel form 2
new unit shoot method
fixed playmaker actions triggering twice
Fixed divergence when resetting without the player dying
Updated jenkinsfile
Replay playback speed proof of concept
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Merge branch 'master' into replays
Added replay playback UI
Fixed missed frames building up if replays are set to play back too fast
Fixed the wrong time value being used in the replay UI
Added a restart button for when a replay has finished
unit Next gun shoot ordering
get next existing gun
added way to repeat playmaker CallMethod
wheel spoke pattern test
bullet pattern mirror modes
pattern mirror modes more flexible
tweaked circle bullet push effect, etc
tweaked diamond bullet pushing, keyboard movement lerping
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Added a FixedCallMethod playmaker action
Replaced the wheel unit's CallMethod action
Merge remote-tracking branch 'refs/remotes/origin/replays'
Working on a comment input UI
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Comment input mockup is done
fixed line-circle intersection false positive
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked bullet danger slowdown a bit
dont respawn first form
Made comment input a bit jucier
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Mockup of displaying comments
bullet modifiers on shoot command
Comments are now repelled by the player
Comments now have timeline markers, which they are ejected out of
Can now hover over comment markers to preview them
Improved how nearby comment previews stack up
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
# Conflicts:
# Assets/Scenes/game.unity
Test replay comments are now saved to a json file
fixed issue with bullet pattern mirroring, some tweaks
stop recording replay after player death anim
Merge remote-tracking branch 'refs/remotes/origin/master' into replays
Replay player input type defaults to Controller
Merge remote-tracking branch 'refs/remotes/origin/replays'
Now skips comments that are outside of the replay time range
merge
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Fixed possible KeyNotFound exception
Comment marker ticks fade out when their comment is displayed
Fixed comments sometimes getting stuck on top of each other
unit FSM setstate instead of sendevent
Added mockup UI for deleting comments
Fixed comment deletion condition
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
wheel shield gen
tweaked bullet push movement input
removed redundant Unit.OnCreate
wheel prereqs
part prereq indicator arrows
Fixed possible ArgumentNullException
Updated Facepunch.Steamworks
Added interface for inserting emoji into comments, not added rendering yet
Started working on an IMeshModifier for rendering emoji
part hit screenshake
part destroy screenshake
map icons
planet links
Basic emoji rendering
Some emoji rendering fixes
More emoji rendering fixes
Emoji insertion now respects the caret position
Fixed faulty comment repulsion logic
can change selected planet
menu completed levels
planet colors
menu camera control
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
non-core parts cant be damaged with bullets
Better emoji rendering solution
debug destroy form
simplified leaderboard querying
show leaderboard on menu
hide leaderboard when starting level
level names
first form doesnt animate bg color
spawn laser unit
player spawn pos
planet movement delay fixed
Rewritten emoji rendering so they are merged into one mesh per comment
laser forms
fixed laser, moved camera to own gameobject
rect line adding fix
changed playerbullet depth
laser unit bullet
fixed bullet rotation
Fixed pressing enter when the emoticon list is open both appending and submitting
bullets fade out when despawning
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
camera shake manager
oops
laser form 0, increased core destroy screenshake
laser part anchor
Attempting to fix comment input resizing
Fixed comment input resizing
Removed debug log
Basic hijacking proof of concept
merge
hooked up hijack button in inspector
toggle button for playing replay or not
tweaked how bullets get removed
laser skull circle attack
laser inactive when their pixelgroup anchor is destroyed
more laser stuff
form 2 lasers
Can now log profile samples to the console for things that load on Awake
Experimenting with a loading progress system
behaviour loop branching
more laserunit attacks
satellite stage
invuln pixel updating
satellite toggle invuln pixels
Working on a way to compress Pxc anims
Merge remote-tracking branch 'refs/remotes/origin/master' into temp
Updated game.unity
Anim data compression attempt
Some compression fixes
animate invuln pixel toggle
Fixed Pxc anim compression
Now using a compressed format for Pxc source files
Added a bool LoadCompressed constant
Added Steam Cloud example
lowercase vars again
merge
create neighbours
compress anims
fixed merge - load compressed files
deleted non-compressed files
dont look for _compressed files
pxc offset is a property now
unit core dont collide with player when prev core destroyed
reflected line particle direction correct
playerarmor separated from player_body
player armor subclass set properties
removed playerarmortype enum
armor acts as shield
Updated Facepunch API
Facepunch.API database driven comments
Emoji are working
Forgot to commit this from the office
satellite stage again
fixed invuln pixel color
mine stage
minelayer form 1
minelayer form 2
some refactoring with unit/pxc destroy & disable
merged DontStartActive into DontAutoSpawn
Can now see the pause menu in replays, with help text hidden
Merge branch 'master' of SpaceUsurperUnity
Updated compressed Pxc
Meta files
Fixed some WebGL build errors
Some more WebGL error fixes
Fixed comments being visible in the main menu after leaving a replay
Fixed comment input popping up for a frame when watching a replay
Case sensitive rename (1/2)
Case sensitive rename (2/2)
Case sensitive rename (1/2)
Case sensitive rename (2/2)
Fixed possible exception when pausing
Fixed missing shader in standalone builds
spawn mine bomb
cleaned up unit spawning
refactored unit spawning some more
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
included circleinstanced shader
disable units during setup that shouldnt autospawn
mine bomb exploding
bomb timers dont trigger if destroyed
Merge branch 'master' of SpaceUsurperUnity
Removed Pxc compression script
units try to stay in bounds
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
units avoid eachother
mine stage
tweaked menu
bullet arbitrary x & y pos
arbitrary pos func vec2
arena bounds pattern params
bullet hit effect None
Updated Facepunch.ExpressionStrings
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Updated Facepunch.API
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
patternparams is a now a class, bullet pos param
expressionstrings mult(vec2, float)
satellite attacks
hooked up tentacle stage again
octopus attacks
robot attacks
laser attacks
tweaked wheel stage
mine attacks
Leaderboard submission retry system
Fixed off-by-one
start on menu stage
Score submission retrying fixes
Merge branch 'master' of SpaceUsurperUnity
Fix for some non-standalone build errors
bullets with no hit effect dont get checked for collision
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
cursor fix
Replay UI is hidden when hijacking
Merge branch 'master' of SpaceUsurperUnity
Possible fix for divergence when player was shooting while resetting the stage
Stage update method cleanup to make it harder to break determinism
Jenkins builds now aren't automatically made live on steam
Fixed stack overflow on menu
Added warning comments when a replay is out of date or diverges
Added game version to leaderboard entries
Comment tweaks
Cursor visibility fixes
cursor nullref fix
fix bullet pushing
shorter player trail, tweaked player speed
added braking back to default player armor
debug text doesnt use TMPro
working on strafeboosting
Fixed possible NRE
Merge branch 'master' of SpaceUsurperUnity
Working on async stage loading - done for Octopus
Robot stage now uses async loading
SatelliteUnit now loads asynchronously
Can now rotate Pxcs before they load, Tentacle stage now loads asynchronously
physicselements, boosting
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullet keyframe angle func
Laser stage now loads asynchronously
Wheel stage now loads asynchronously
Mine stage now loads asynchronously
Merge branch 'stage-async'
Merge branch 'master' into stage-async
Fixed desync caused by the new stage loading system
Fixed debug comment file becoming unreadable
Optimised RegenerateAnimDataNeighbours(), moved when it happens to make stage loading smoother
Fixed typing an N or M while commenting causing sfx / music to mute
testunit issues
fixed testunit
Added a warning when trying to add a unit after a stage has started loading
Merge branch 'master' of SpaceUsurperUnity
bullet random keyframe properties
bullet rot speed per keyframe, rotation speed func
fixed some bullet rotation issues
Local replay archiving system
Using steam remote storage to share all attempts in debug builds
Fixed possible compilation error when building for non-standalone
fixed bullet color lerping
fixed non-angled bullet starting rotation
fixed spawn positions for child pxcs
bullet random lifetime
Added build ID to replay analytics
pixelchunk erosion
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Fixed analytic failure message
chunk erosion debris
chunk erosion debris scale
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Added recent run browser to menu (press Shift + R)
Can now close the recent runs view with Escape, which can now also quit the game
Recent runs now update when you select a different planet
Added recent run caching
Recent run fixes
Attempting to make replay archiving more reliable
Fixed missing reference
Fix for cloned replays reporting a desync
Can now see which recent runs are from an old version of the game
changed pixel erosion timing
pixel erosion debris opacity
pixel chunk debris direction
pixel chunk velocity
dont archive replay when retrying stage without dying
pixel chunk center of mass
pixel chunk torq
child pxc chunks start eroding random pixel
improved chunk rotation physics
erode random chunk pixel if needed
Temp fix for crosshair breaking after a stage restart
changed some rand.fixed to rand.dynamic
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Playing a recent replay owned by the local player will now attempt to use a diagnostic version of the replay
Fixed diverge comment frame, replaying a stage with diagnostics after a diverge will log info about rand calls
Specific Rand instance now required when creating a LineParticle
Removed unnecessary Setup() call before loading a replay
Fixed tentacle stage desync
Fixed mine stage desync
Jenkinsfile - report build errors, fixed BuildInfo
Removed unused reference to Facepunch.Steamworks
Added way to create fake comment authors for game notifications
Leaderboard entries from old versions of the game now show up as red
fixed chunk scaling bug when form destroyed
merge
start on menu stage
Added Unit.RequiredForVictory, now used when deciding if a stage is complete
Merge branch 'master' of SpaceUsurperUnity
Fixed property that got overwritten in a merge
Moved victory checking to Stage_Scoring
Fixed octopus turrets not being a requirement to win
Score is now submitted even when not completing a level, leaderboard shows completion %
Added example usage of the comment system in gameplay, to show your last run's progress
Added progress to analytic data in recent runs
fixed chunk position bug
pixelgroup pattern partial class for clarity
charging particle effect code
Fixed non-player comments with the same text causing an exception
Fixed pixels that haven't spawned counting as progress
dynamic line particles checked for pxc collision
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
unsaved files
Fixed case where RecentRuns UI wouldn't hide when changing stage
CommentAuthor now supports having no avatar
Merge branch 'master' of SpaceUsurperUnity
Temp fix for bug when damaging forms as they spawn in
invuln pxc cant be damaged again
use PlayerState instead of PlayerActions for controlling player
control replay speed with kb or controller
lerp aimer visuals for dynamic time
dont lerp playback speed while paused
Added replay events, which add markers to playback timeline
Added time tooltip when hovering over the timeline
Disabled replay UI in the scene
Possible fix for alt fire desync
Invalidated all older replays
armor reworking
player body bank angle color lerps
moving wall stage start
Added sharing URL buttons to recent runs, can now launch the game into a replay
Merge branch 'master' of SpaceUsurperUnity
Fixed possible cause of build failure
Changed steam protocol link for watching replays
Startup replay now downloads comments
Added replay events to analytic data
pxc rotations moving wall stage
Can now watch replays selected in a web browser
PauseMenuUI now always hides when changing scene
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Latest Facepunch.Unity
Fixed possible DirectoryNotFoundException
brake strafe shooting
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked left trigger shooting
line bullet start/reflect visual tweaks
prevent player from firing at start of stage
screenshake uses raw dynamicDT
player hit vibration doesnt continue while paused
pixelgroups dont show up in wrong position for a frame while spawning
pixelgroups use dynamicupdate for visuals
tweaked strafeboost values
Possible fix for sometimes getting stuck after dying / winning
Facepunch.Steamworks.Config.ForUnity
armors add guns, and guns stack
tweaked player size
Now sends build info on rcon connect
Using steam build number instead of jenkins build
Placeholder loading screen tweaks
enemy guns cant fire when destroyed
tweaked braking and boosting values slightly
diff crosshair design
crosshair shoot wobble
form # floating text
tweaked player body color
strafe shot muzzle flash
remove facepunch.steamworks include
Updated Jenkinsfile
Added AppleTv to build
Appletv fix
bullet sets proper final accel/friction/etc
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
clear player vibration when exiting stage
diff pixel debris types for each pixel
Fixed crosshair / trail RectLines sometimes looking weird
Removed duplicated line
pixelchunk keeps track of pixeldatas
pixel chunk debris sfx
lerp debris color from current to damaged randomly
tweaked feel of strafeboosting
rotation speed affected by movement speed
Fixed emoticon codepoints getting truncated
Leaderboard UI now displays comment counts
Temporary logos/splash
Merge branch 'master' of SpaceUsurperUnity
reworked diamond bullet collision
blink player middle color when in danger
tweaked diamond pushing
Build using 5.6.2p4
moving wall unit destroy when out of bounds
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Started working on being able to see how many unread comments are on a replay
Merge branch 'master' of SpaceUsurperUnity
Added persistence to read comments count
pattern flip across origin, etc
big rotating diamond bullet
pxc opacity
unit fade in/out
remove includes
unit fade in/out
lerp color when fading unit in/out
moving wall boss unit, tweaked hiding units
removed some includes
tweaked octopus bullets
player visual locator
fade out player locator on death
locator shader model 3.0
Added `throwIfNotFound` param to StageID.Get(typeName)
Updated Facepunch.Steamworks
Added HighscoreManager, now calculates overall rank for players
Changed how overall score is calculated
tweaked player locator
unit gameobj sets active/inactive properly
stage triggers
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fixed problem with bullet rotation speed func
bullet keyframes can spawn bullet patterns
fixed bullet anchored pattern start angle
converted robot orb attack to new bullet-shoot-pattern system
controller doesnt vibrate while game doesnt have focus
player handles its own bounds checking
think the stage not fading out bug is fixed
removed some includes
dont submit replays in editor
fixed unit spawning pxc anim
tweaked octopus
tweaked wheel
tweaked robot
tweaked mine
tweaked laser
work on moving wall bullets
fixed diamond hitbox length
bullet sprites can be offset from hitbox, diamond bullet collision fixes
removed includes
invulnerable parts dont reflect bullets
vibrate when player is going to hit pxc
tweaked diamond hitboxes and player camera
dont check bullet collision if size is zero
oops
moving wall 2nd form
menu planet linear layout
laser turret stage
Example level select json file
laser turret trigger anim
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Updated level select example file
Added LevelSelectData
Merge branch 'master' of SpaceUsurperUnity
LevelSelectData hotloading
Menu stage layout now loaded from LevelSelectData
A more complex example level select layout
Now using `requiredCount` from level select data
Changed MenuStage.Move(dir) logic
Now looks for the planet that's closest to the target direction
trying to add new octopus
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
can control laser aim
audio priority
bullet damage affects laser control amount
turret target unit
Updated Facepunch.Unity
Fixed error in non-standalone builds
Re-added Apple TV build option
Started work on Howie's level select concept
Tweaked example tentacle icon
Made level icons super creepy
fixed octopus 3rd form
octopus turrets
changed octopus patterns
feedback text
fixed fade not covering whole screen
improved feedback text
ugly high scores window
removed textures
Level icons panic a bit when you select them
Fixed possible event leak in LeaderboardUIController
Merge branch 'master' of SpaceUsurperUnity
clear pool setup callback (maybe fix crash)
forgot to save
Merge branch 'master' of SpaceUsurperUnity
Stage_Camera now functions without a Stage_Arena
MenuStage now doesn't have a Stage_Arena
Moved core graphics
Updated LevelSelect/default.json
First draft of new planet link style
Planet / Core refactor
Added Howie's octopus eye
Fixed missing planet link
CoreData now refreshes when a referenced base changes
Removed border from CoreData files
PixelGroups can now have CoreControllers
Planet borders are now constant width
Octopus turrets now use CoreControllers
Added highscore submission queue filtering
Core size now scales with the PixelGroup's Pxc
Simplified Pxc.RenderPosition
Can now set CoreData.Color
Moved progression methods to HighscoreManager
Tweaked planet / link graphics when levels aren't complete
fix panel image
Some better planet link angles
hack for octopus core edge not matching
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullet keyframe min/max duration, limit laser hit sfx
controllable turret stuff
changed level order
use cores
menu remembers selected planet
menu camera starts on current planet
core controllers can flash and fade out
pulse bloom when muted
changed pause menu
fixed pause menu in replay
check if already loading stage before playing level
fixed invisible level button border
Fixed possible NRE in LeaderboardUIController
Fixed setting CoreData.Alpha
Planets can now have individual glow colors
Game now remembers the last stage you selected
Added level info / scores UI in menu
Fixed exception in non-editor builds
Standalone build error fix
Level info UI is now hidden at startup
Fixed cores being invisible in-game
Fixed leaderboard entries sometimes not being positioned correctly
Can now browse replays in LevelInfoUI
Fixed a WebGL build error
LevelInfoUI glow color now hotloads properly
Changed "BROWSE SCORES" to "BROWSE REPLAYS"
Leaderboard tweaks
Non-standalone error fix
Another build error fix
improving sfx
mine launch sfx
octopus form 1 shoot sfx
octopus spread burst sfx, fixed sfx source spread
Level info UI layout tweaks
Output of Utils.GetTimeString() is more readable
Improved level info UI selected index behaviour
Removed victory screen test key
Leaderboard refactor
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Changed how editor scores aren't submitted
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Draft version of overall leaderboard
Merge branch 'master' of SpaceUsurperUnity
tweaked tentacle green bullets
fixed pxc.renderposition for child pxcs
Fix for build error
Added column headings to overall leaderboard
Leaderboard color tweaks
Overall leaderboard now changes type to match level leaderboard
Started working on replacing the pause menu UI
added music processor
Made leaderboards a little smaller
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
made leaderboards a little bigger
diamond symbol in overall scoreboard
Added overall percentile text
Increased deadzone when detecting leaderboard navigation
Up / down navigation in leaderboards can now auto repeat
Added button prompt icons that change dynamically
Leaderboard layout tweaks
Changed PLAY REPLAY to WATCH REPLAY
tweaked keyboard button icons
added r button icon
R to replay, Backspace to go to menu
Fixed pressing B while browsing replays resetting the stage
Merge branch 'master' of SpaceUsurperUnity
Now can't select a different planet while a level is loading
Slightly better temporary loading screen
Slightly better victory UI
background for victory ui
renabled CommentsUI
Better cooperation between comment input and leaderboard UI
Merge branch 'master' of SpaceUsurperUnity
Offset the menu camera to the right a bit
Overall leaderboard is now only in the main menu
disable input only when fading out
renamed time to patternTime for patternParams
stageTime parameter for patterns
stageTime parameter for bullet params
Added cheat button to unlock levels
Progression system tweaks
- Can now use CheatLevel() to temporarily mark it as completed
- Added event when completion state changed
- Now only saves on level transition or quit
Added 20 minute timeout for Unity build steps
Loading UI tweaks
Overall leaderboard position updates on Show()
Comments are cleared when hijacking
Added warning icons for outdated leaderboard entries
Fixed possible NRE after beating Tentacle
Victory UI and leaderboard position tweaks
Can now use cursor keys to navigate replays in a GameStage
Simplified progress calculation
Switched to default replay diagnostics to reduce submission lag
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fixed shotgun display
made yellow armor more visible
Added basic game info UI for ryleigh to fill in
Merge branch 'master' of SpaceUsurperUnity
filled in gameinfo
swapped tentacles & octopus level, changed a sfx
Better support for leaderboard entries that are missing replays
Fixed build error
tweaked player bullet distance and player camera properties
Fixed being able to drag notifications while not in a replay
Can now browse leaderboards with no entries
GlobalAroundUser leaderboards now default to Global if no entries exist
Pause on lose focus
Game info UI hides when changing scene
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
relative mouse aiming mode
working on ropes
Added call to Facepunch.Steamworks.Config.ForUnity()
Investigating why Facepunch.Steamworks doesn't configure correctly on linux
Left-clicking while using only keyboard switches to use mouse aiming
Added linux libsteam binaries
PostProcessBuild copies linux steam binaries
Updated Facepunch.Steamworks
Warning comment avatars are now tinted orange
Fixed some useless leaderboards being created
Can now call Stage methods from an FSM
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fsm controller, stage fsm
Tweaked leaderboard positions and sizes for lower aspects
Fixed `KeyboardAndMouseRelative` input type
Cursor visibility tweaks
relative cursor moves faster while in deadzone
Reworking system of deciding which menu has input focus
Fixed level leaderboard input during a GameStage
Fixed not being able to browse other replays at the end of a replay
Can now click on replays to play them
Fixed being able to select overall leaderboard entries
Fixed not being able to unpause replays with A
Started working on scrolling leaderboards
added !UNITY_EDITOR tags
rope springs
Revert "added !UNITY_EDITOR tags"
This reverts commit 423bc2c7d2969eef657ea639eb075a929243001a.
dispose steamclient
Fix for possible InvalidCastException
Merge branch 'master' of SpaceUsurperUnity
rope length easing
rope width and opacity
tweaked crosshair visuals
changed default gun alt fire to shotgun blast
smooth rope width & opacity
alt fire vibration
rope uses quads
rope wobble
fixed rope jitter, player trail uses quads
crosshair uses triangles
fixed player bullet colliding backwards bug
Leaderboards are displaying again with the new system
Leaderboard scrolling seems to work
Fixed not requesting more entries while up/down is held
Merge branch 'leaderboard-scrolling'
Fixed build errors
Fixed selecting entries with the mouse
Fixed scrolling up / down while hovering over leaderboards
Fixed build error
crosshair bg
crosshair bg opacity
relative mouse camera aiming
chained gun stage
removed an include
fixed unit stayinarena
adjusted menu key repeat rate
Added masks to leaderboard names
Overflowing leaderboard names are now left-aligned
fixed collision-behind bug properly
Possible fix for case causing broken leaderboard rows
Factored out some leaderboard row repetition
Wide leaderboard names now scroll left and right
Leaderboard entry scrolling with mousewheel
ease spring values of rope
chainedgun forms
shoot slower bullets when not fully shooting
start on menu stage
Mocked up options UI layout
Started work on scripts for options menu
hack so cores/pixelgroups line up better with pixels
chainedgun states and laser
improved chainedgun patterns
invuln spiral pattern
Options menu navigation system
SliderOptionsItem functionality
ToggleOptionsItem functionality
Working on an options page system
armor opacity depends on layer, base armor doesnt have to be default
playmaker callmethod repeat toggle for clarity
combined wait time in fixedcallmethod
chained gun setheavy
mass affects physics force
chainedgun 3rd form patterns
chainedgun pxc colors
chained level on menu
Temp fix for leaderboard entries not being displayed
More options menu work
API for changing options pages
gun starting angle fixed
player mine gun
stage bulleteffect handler
bullet keyframe effects, repel player/bullets
bullet mass
refactored some pattern shooting from pixelgroup to stage_bulletpatterns
bullets can spawn mirrored/doubled patterns
patterns can move their bullets with them
patterns can exist until all child bullets have despawned
relative mouse aiming has less rigid radius
pattern rotation speed abs; patterns that follow player start aiming at player
fixed player-aiming pattern start angle
changed pattern mirror modes
tweaked controls
removed non-relative mouse aiming
bullet effects use float array for params
Merge branch 'master' into options
Option item creation
Options menu resizing
Fixed options menu navigation
Options navigation tweaks, can now close menu
Fixed toggle options not being visible
Better logic for picking which item is selected when changing page
Fixed being able to hide the options menu
Combo options item functionality
Options menu dividers
adjusted player mass to 1f
Better options layout, better video options logic
Combo option item tweaks
removed some debug stuff
fixed tentacle pixel debris
rope removed if an anchor doesnt exist
rope start/end positions initialized correctly
fixed another issue with pattern starting rotation
improved slowmo bullet effect force
octopus purple bullet pattern
pattern rotation speed modifier param
slowmo bullet adds invuln, invuln only blocks negative hit effects
pattern num bullets in volley modifier
pattern num volleys modifier
only negative bullets cause danger slowdown and push
repel bullets shake & vibrate
pattern shoot delay modifier
pattern forward spread modifier
Merge branch 'master' into options
Added preview sound effect when changing sfx volume
Better options page navigation
Now handles held input repetition in options navigation
Implemented apply button in video options
Key prompt icons for letters / numbers now use a Text component
Can now access options menu with select / O
Fixed navigating right with ComboOptionsItem
Disabled resolution dialogue on launch
Audio settings are now persistent
octopus f0 patterns
fsm loop num can be used in pattern functions
bullet absolute angle property, bullet loopNum
bullet opacity
bullet acceleration func
octopus f0 tweaks
pattern numVolleysFunc
octopus f1 orb attack
octopus f1 following repel bullets
Added framerate cap option, apply button is only shown if changes are made
Vsync / framerate cap settings are persistant
Video options refactor, can now revert
Added master volume option
Mouse aim speed slider
Can now open the options menu while in a stage
pattern mirroring params
better octopus f1 orb patterns
int modulo playmaker action
fixed pattern random degrees working with patterns that aim at player
tentacle form 0
tentacles form 1
tentacles form 3
right bumper for options menu
workin on tentacle corecontroller
Fixed not being able to browse replays
some level tweaks
Fixed possible exception when watching an old replay
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
octopus studs
Leaderboards are named by their stage type name
Moved options pages to separate files
Added feedback and devblog buttons to options
tentacles shields
removed tentacles stage from menu for now cause it has no attacks
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
disabled old mute controls
octopus form 2 dual bullets
wheel attacks
follow player percent func
new controllable turret attack
tweake level layout a bit
menu stage as default
Fixed Stage.OnLoaded not being called
Overall score is no longer submitted until you beat a level
fixed octopus
fixed satellite
fixed mine layer
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
select 1st stage when try to select nonexistant planet
removed some debug
Armour cheat now only works in the editor
Starting work on control rebinding
Discovery of rebindable controls
Fixed options title not updating when returning back
More control rebinding work
More control rebinding work
merge
Implemented key rebinding, not persistent yet
Partial controller rebinding
Working on mouse input rebinding
Fixed being able to click on leaderboard entries while other UI was on top
Mouse and controller rebinding finished, not persistent
Cleaned up how button prompts react to control rebinding
Controls rebinding now persistent
reverse accel
Merge branch 'master' into staging
reworking powerups
disperse powerups
Added "RESET TO DEFAULTS" button to controls options page
Possible cause of exception in video options page
More video settings cleanup
Finished resolution options cleanup
Leaderboard UI behaves better when switching between mouse and button navigation
Working on mouse input for options menu
Merge branch 'master' into staging
just a single player damage powerup type
shooting powered visuals
tweaked player properties
follow player strength & radius
pixelgroups can have death powerups