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select 1st stage when try to select nonexistant planet
fixed octopus
fixed satellite
fixed mine layer
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweake level layout a bit
follow player percent func
new controllable turret attack
disabled old mute controls
octopus form 2 dual bullets
wheel attacks
tentacles shields
removed tentacles stage from menu for now cause it has no attacks
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
some level tweaks
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
octopus studs
workin on tentacle corecontroller
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
octopus f1 orb attack
octopus f1 following repel bullets
bullet opacity
bullet acceleration func
octopus f0 tweaks
octopus f0 patterns
fsm loop num can be used in pattern functions
bullet absolute angle property, bullet loopNum
repel bullets shake & vibrate
pattern shoot delay modifier
pattern forward spread modifier
pattern num volleys modifier
only negative bullets cause danger slowdown and push
pattern rotation speed modifier param
slowmo bullet adds invuln, invuln only blocks negative hit effects
pattern num bullets in volley modifier
fixed another issue with pattern starting rotation
improved slowmo bullet effect force
octopus purple bullet pattern
removed some debug stuff
fixed tentacle pixel debris
rope removed if an anchor doesnt exist
rope start/end positions initialized correctly
bullet effects use float array for params
adjusted player mass to 1f
removed non-relative mouse aiming
fixed player-aiming pattern start angle
changed pattern mirror modes
tweaked controls
relative mouse aiming has less rigid radius
pattern rotation speed abs; patterns that follow player start aiming at player
patterns can exist until all child bullets have despawned
bullet mass
refactored some pattern shooting from pixelgroup to stage_bulletpatterns
bullets can spawn mirrored/doubled patterns
patterns can move their bullets with them
stage bulleteffect handler
bullet keyframe effects, repel player/bullets
gun starting angle fixed
player mine gun
chainedgun pxc colors
chained level on menu
mass affects physics force
chainedgun 3rd form patterns
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
improved chainedgun patterns
hack so cores/pixelgroups line up better with pixels
chainedgun states and laser
ease spring values of rope
chainedgun forms
shoot slower bullets when not fully shooting
changed max size to 512
cleanup
fixed collision-behind bug properly
fixed unit stayinarena
adjusted menu key repeat rate
crosshair bg
crosshair bg opacity
relative mouse camera aiming
chained gun stage
crosshair uses triangles
fixed player bullet colliding backwards bug
rope uses quads
rope wobble
fixed rope jitter, player trail uses quads
smooth rope width & opacity
alt fire vibration
changed default gun alt fire to shotgun blast
rope length easing
rope width and opacity
tweaked crosshair visuals