1,605 Commits over 2,618 Days - 0.03cph!
fixed unit position divergence
reworked fuse boss/laser
laser wall power indicator
new attack for fuseenemy2, balance
tweaked fuseboss colors
added fuse stage to menu, changed some sfx
diff fuse enemy
fixed line particle jitter
score submitted and replay archived after fade to black
line particles from bullet patterns have their start times simulated like bullets
bullet patterns can specify a charging color
bullets define whether they are positive on each keyframe
pixelgroups glow a lot as they are charging patterns
fixed freezing bug when getting max powerups
fixed a pxc background opacity issue
fuse enemy spawning positions
fix pxc background tint
units can set custom bounds
unit went out of bounds callback
simplified changing sfx pitch based on remaining health
slow down unit spawn, dont animate unit pxcs when destroyed
cached some pixeldata properties
effect on pxc background for recently disconnected pixels
vibrate when starting/ending reversecontrols effect
tweaked some vibration values
properly find pixelgroup center offset even with irregular shapes
fixed a position issue when pixelgroups are scaling; fixed a renderposition issue
reduced pixelgroup jitter further with scaling tweak
reduced some redundant pixelgroup calculations
change player trail widths over time
reworked pixelgroup position code
fixed lasers hitting inactive units, etc
calculate unit render angle
change unit alpha when overlapping other units
change target bullet graphics
temp effect that shoots pattern where player is aiming
reverse controls temp effect
control tweaks
clear temp effects bullet effect
quad spritesheet -> 4096x4096
temp effect shoot pattern
cancel temp effect timers properly
diff bullet effects can have diff graze strength
temp effect bullet visuals
some temp effect cleanup
quads made up of 4 tris instead of 2
bullet wobble
octopus repel bullet uses temp slow effect
player temp effect handler
temp effects control a bullet
unit facing vector
can power up fuse laser with bullets
fixed pixel chunk rotation
units handle facing direction rotating, pxcs require a unit
pxc offset works with facing direction rotation
unit RotateToFace method
Rotation overhaul
Fixed camera shake
Merge branch 'master' into rotations
Merge branch 'master' into rotations
Fixed Rotation.Normalize
Merge branch 'rotations' of SpaceUsurperUnity into rotations
reset player camera on stage restart
pxc collision works mid-rotation
Merge branch 'master' into rotations
pxc collision works mid-rotation
fixed planet rotation
fixed pixelgroup rotation
clamp pxc animation frame
can rotate pxc 90 degrees during gameplay
pxcs visually rotate
pxcrotation calculations
increased replay aiming angular precision
stage debug unit hovering
can drag units around in debug mode
fuse stage boss & laser
fuse stage enemy
fixed turret target not using form 1 attacks
fixed wheel form 3 prereqs
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
GetEdges works on pxcs with no anchors
show oldest powerup before destroying it
longer player trail
added gun visual effects and some missing charge times
incremented progression manager
changed leaderboard label TOTAL TIME to TIME
lerp mouse alt fire
fixed mine 2nd form not attacking
fixed satellite prereqs
round music timescale near 1f, speed up timescale when ffw replay
reworked some stuff with pixelgroup sprite/core colors
tweaked tentacle
removed default pixelgroup hp
removed unused octopus patterns and added shoot effects
tentacles attract attack and visual effect
tentacle 3rd form
effect bullets use a different pool
tweaked visual effect when getting a powerup
pattern params patternNum & patternDegrees; tentacle orb attack
trying another fix for permanent invuln
redirect visual effects
player death effect
player damaged start visual effect
fixed timer bug
repel effect proper size
attract effect
bullet freeze effect
despawn bullet that hits player to fix some issues
remove comment
bullet opacity correct while despawning
repel visual effect
cleaned up Bullet class a bit
bulletrecipe ignoreCollisions property
bullet patterns can have visual shoot effect pattern