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changed pause menu
fixed pause menu in replay
core controllers can flash and fade out
menu remembers selected planet
menu camera starts on current planet
changed level order
use cores
bullet keyframe min/max duration, limit laser hit sfx
controllable turret stuff
fix panel image
hack for octopus core edge not matching
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
removed textures
clear pool setup callback (maybe fix crash)
feedback text
fixed fade not covering whole screen
improved feedback text
fixed octopus 3rd form
octopus turrets
changed octopus patterns
audio priority
bullet damage affects laser control amount
turret target unit
trying to add new octopus
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
can control laser aim
laser turret stage
laser turret trigger anim
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
moving wall 2nd form
menu planet linear layout
dont check bullet collision if size is zero
invulnerable parts dont reflect bullets
vibrate when player is going to hit pxc
tweaked diamond hitboxes and player camera
fixed diamond hitbox length
bullet sprites can be offset from hitbox, diamond bullet collision fixes
tweaked octopus
tweaked wheel
tweaked robot
tweaked mine
tweaked laser
work on moving wall bullets
fixed unit spawning pxc anim
dont submit replays in editor
think the stage not fading out bug is fixed
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
tweaked player locator
unit gameobj sets active/inactive properly
stage triggers
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked octopus bullets
player visual locator
fade out player locator on death
moving wall boss unit, tweaked hiding units
unit fade in/out
lerp color when fading unit in/out
big rotating diamond bullet
pxc opacity
unit fade in/out
pattern flip across origin, etc
tweaked diamond pushing
moving wall unit destroy when out of bounds
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
reworked diamond bullet collision
blink player middle color when in danger
rotation speed affected by movement speed
lerp debris color from current to damaged randomly
tweaked feel of strafeboosting
pixelchunk keeps track of pixeldatas
pixel chunk debris sfx
clear player vibration when exiting stage
diff pixel debris types for each pixel
bullet sets proper final accel/friction/etc
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
remove facepunch.steamworks include
tweaked player body color
strafe shot muzzle flash
tweaked braking and boosting values slightly
diff crosshair design
crosshair shoot wobble
form # floating text
enemy guns cant fire when destroyed
armors add guns, and guns stack
tweaked player size
tweaked strafeboost values
pixelgroups dont show up in wrong position for a frame while spawning
pixelgroups use dynamicupdate for visuals