branchSpaceUsurperUnity/mastercancel
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reorganized bullet physics effects, non-negative bullets use full radius collision
merged bullet effect types
freeze bullet effect
flash bullet color
flash color when repelling bullets
bullet attract effect
vibration strength option
toggle controller vibration option
fixed laser-player collision bug
fixed bullet shape lerping
parellel bullet pattern shape
bullet collision uses fixed shape sizes instead of dynamic
debug console text
save damaged replay even instead of armor switch
added free mouse aiming option
tweaked repel slowmo time
renamed FIRE MODE to BRAKE
bullet bounds not checked until entered arena
tentacle form 1
tentacles only 2 forms for now
temp effect while having powerup shield
improved powerup bullet and tentacle bullets
falling rain attack
swarm attack
fixed bug with adding prereqs
improved slowmo when getting hit or getting powerup
pixelgroups drop powerups
couple sfx
tentacle anims
reverse accel
Merge branch 'master' into staging
reworking powerups
disperse powerups
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
player laser turret
fixed unit respawning timer bug
menu default stage
Merge branch 'master' into staging
removed some debug lines
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