2,838 Commits over 3,622 Days - 0.03cph!
modifiying core values
pattern param anchorVel
changed how cores aim their look while charging a pattern
modify core layer values when pixelgroup shoots
fixed menu core size
menu planets look at focus point better
planet cores use raw delta time for wandering
core flinch when hit
cores only flinch when damaged
renamed core wobble to bounce
fixed a nullref when holding left trigger and entering stage
core wobble
renamed core dynamiclayers
tweaked damage flinch, core EffectScale not applied to stage nodes
streamlined core glow a bit
separate core shoot color, fixed bullet size bug
core shoot flash, fixed core shoot percent
core shoot flash applied to correct layers
fixed rapid core shoot color
can have more than one pixelgroup flash at a time
fixed fuse wall lasers flashing
fixed default pixelgroup colors
couple other pixelgroup tint tweaks
cores look in a direction while charging
removed pointless PixelGroup.UseOverlayColor
removed and renamed some core tinting stuff
pixelgroup color targets need to be requested
mine shrapnel uses fan func
can tell corecontrollers where to look
cores can temporarily look a direction
core lookspeed modifier
core flinch
core wander
core smooth wander
tweaked tooltip fade values
renamed some bullet pattern vars
reworked lots of pattern recipe stuff - bullets can be subdivided into fan or parallel shapes
mine shrapnel collides with player
mine pattern start angle fixed
mine tweaks
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullets can be repelled from units
patternNum tracked for each different pattern
mine shrapnel changes angle each time
mine warning
fixed a bullet looping bug and made looping syntax simpler
fixed issue with mine looping
fixed some mine bullet issues
bullet pattern velocityFunc, mine bullet powerup
pattern/bullet levels
powerup bullets get level param
bullet pxcDamageFunc
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
turn off floaters again
fixed lasers in edifice stage
timescale hander can go above 1f
added bit of leniency time before clearing player gun requested patterns
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
maybe fixed start-of-stage input issue
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
grenade shrapnel
grenade reacts with a different pattern depending on whether it impacts pxc or not
tweaked grenade bullet, fixed bullet despawn issue
converted damage powerup to strong bullet
grenade bullet
removed unnecessary bullet reaction vars and rename startReaction to keyframeReaction
mostly fixed visuals on temp effects
bullet despawn reaction
renamed bullet effects to bullet reactions
player default gun shoot callback for powerups
splash powerup levels
replaced old splash powerup
tweaked splash bullet visuals
player strong bullet splash damage and impact effect
bullet hit player/pxc sfx
fix bullet shot counter
only clear imported in setup while in editor
splash doesnt affect invuln pixels
specific bullet shoot and impact sfx
bullet impact effects are now patterns
player gun shoots diff types of bullets
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
player_guns disabledshooting property
player default gun can request diff bullet
player muzzle flash offset
muzzle flash color
fixed unnecessary bullet imports and allocations
bullet/patterns forgotten when stage restarted
bullet pattern caches effect
player gun fires patterns instead of individual bullets
creepy sound effect when fuse enemies get enraged
solved a timer bug
fuse boss freed attacks
fuse enemy spinner
fuse enemy stops patterns when ending enrage
changed glass pixel damaged color and wobbly bullet rng on Nautilus
fuse balancing, fix for controller input not being recognized when first starting
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked fuse enemy spokes pattern/bullets
fixed fuse simple bullet glow
enrage bullet shot for each enemy
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
pixelgroup overlay color fix
remember last input type when starting stage
fuse transform bullet moves to enemy pos
fuse enemy base class
transformed unit moves toward player
fixed unit facing issues
fuse unit lerps color when enraged
fuse boss sets position directly instead of using velocity
fuse bullet subfolders
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fixed fuse wall debug hp
hide lock mouse binding when not enabled
tweaked fuse enemy aoe attack
fuse glass break sfx
changelog
fixed laser spawning too many particles when slowmo
fuse wall repulsion circles
fuse enemy line bullet impact effect
fuse wall studs
fuse glass, boss moves a bit
fuse glass shader tweaked
fuse glass explosion
fixed lasers not hitting pixels on the edge of a pxc
fuse boss bobs more as it loses pixels
finished hooking up fuse boss studs
fuse wall studs
can optionally not change invuln pixel colors
fuse wall lasers and trigger
fuse wire effects
fuse enemy bullet pulse
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fuse enemy/wall layout
working on fuse boss studs
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
can edit single pixel assignments again
updated build
can do some selection operations in assignment mode
cant flood select empty pixels
incremented version num
updated build
fuse enemy new pixels
fuse enemy 2 pixels
fixed fuse enemy movespeeds
removed cheat from steam dev build
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
can lock thumbsticks to 8 directions only
lock analog stick option
effect bullet when locking analog stick
tweaked intro slowmo on damage
remember editor mute button state
streamlined tutorial
fixed dontRotate
incremented progression
fixed div by zero error when non-moving player collides with pixel
minor nautilus tweaks
simplified div by zero check
core layer offset, fuse large core
fuse small core
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
use core offset
core layer can be set to not rotate with core
fixed debris reflection size bug again, changed some nautilus f1 pixels
fuse gun core, corelayers have glow property
changelog, changed some pixels in nautilus f0, disc pixel fadeout based on num pixels
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
bullet pattern can have blank bullets
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fire spinners stay around forever
f2 core pattern
tweaked nautilus powerups and splash
tweaked powerups for all stages
tweaked stage layout
f2 big diamond pattern
f2 small wobbly
tweaked nautilus pixel sfx and colors
weak pixels use diamond debris
some more sfx and pixel tweaks
tweaked f1 core bullets
added pattern positionOffsetFunc
fire spinner attack
simplified patternNum param
rotate bullet pattern along with pixelgroup anchor
nautilus 2nd form patterns
nautilus f1 spray from close gun instead of core
bullet RenderRadius
diamond bullets renderlength etc