239,365 Commits over 3,837 Days - 2.60cph!
chippy logo crawler
more credits crawlers
some scores crawlers
rest of the score crawlers
credits stuff
chippy crawler
more credits crawlers and powerups
Fixed case where cached ActionList methods weren't found
Fixed redux bake error
refactor base crawler
credits text colors
Merge branch 'master' of SpaceUsurperUnity
credits enemy
credits stuff
credits array
credits hazard, etc
crawler attacks
enemy stun attack
zap dontDropShields
credits enemy attack sfx
tweak credits crawlers
edited rest of the crawlers
credits powerups
attempt to fix speech bubble size
more credits powerups
more editing credits units
hazard attacks
finished hazard attacks
credits stage balance tweaks
zapped pattern
enemy powerup pattern
tweaked zap pattern
credits enemy attacks
credits bg color
ball pit intro tips
skip wont spawn on player
round text
buy label
potential fix for ballpit round issue
fix tweak
fix fade giving player gun
fixed kiosk prices, kiosk rarity
changed some powerup rarity
adjusted tooltips
bump sfx
more sfx
reworked free shields
shield balancing
green and blue balls
cant boost/blink during buy phase
tweaked tip text
potential buy phase fix
ball sprite tweaks
more bullet color stuff
ball color
playtest fixes and sfx
wall powerup
airstrike sfx, etc
airstrike/remote bumper start on enemy side
powerup balancing
duplicate powerup
snipe powerup
playtest changes, potential snipe angle fix
rename snipe to richochet
hell powerup
upgrade powerup
powerup lvl floater shows MAX
upgrade icon
build fix, edgerunner powerup
edgerunner wall indicator
edgerunner reward
changed kiosk item numbers
rearranged kiosk positions
made shield rare
railgun powerup
added slowmo
refactored state progession
money spawn in buy round
rename player variables
vomit is purple
persecute powerup
build fix
cleanup
remove shouldEnterBuyPhase
gather effect
createArrayFromRange, shuffleArray
renaming more player vars
shop randomness
reroll wip
reroll shop items
remove reroll when all items bought
teleport powerup
tether powerup
tether tweaks
boosterPack powerup
build fix
dash mastery powerup
shield generator powerup
tenacity powerup
luck affects boosterPack
status callback onPlayerActivateStatus
repeller powerup
tether vine powerup
rand.PointInRect
ignorePlayerCollision can use PerUpdate
fix reroll bug
converge effect bullet
reverted ignorePlayerCollision change, fixed reroll again
hit_money powerup
fix homing targeting
fix turret ownership
steal powerup
confuse powerup
snipe powerup
powerup spawn warning
ultimatum powerup
buy round sfx
some more giver patterns
bg color/cloud progression
Fixed keyframe animated properties in generated BulletSystems
Merge branch 'master' into switch-performance
Fixed SetValue codegen when using arrays
Balloon uses BaseSpawnerTool
Add BaseSpawnerTool to avoid duplicate preview drawing code
Fixed stairwell variant b never spawning
Rewrite sandbox tools using new tool system
progress on stairwell and entrance meshes
Fixed gui.EnableScreenClicker()'s internal panel showing up after a screen resolution change while it is active
Prevent Lua errors when generating Spawnmenu tabs when an entity or a weapon does not have a Category set, or it is set to not a string
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PlayerInfo to PlayerScore
Added Tool system
added ai.designing convar toggle
Implemented physics sounds
Fixed SceneObjectUpdater leak
Train tunnels use "Darkness" environment type
Climate now works without biome map (falls back to temperate climate, for test scenes)
Added "Darkness" environment type (disables directional light, makes skybox completely black)
A single environment volume can now have multiple environment types
Draw water stuff just before drawing translucents
Fixed AmbientLightLOD not properly preserving light intensity
Add SceneLayer to ModelEntity
Merge branch 'master' of sbox
Added Physics.TestPointContents
Entity.InternalEntityKeyValue gets called with a list of map entity keyvalues
Added [HammerProp] for setting entity properties from hammer/fgd shit
Merge branch 'master' of sbox
Put WaterSea on water scenelayer
Organize scenesystem definitions, start binding ISceneLayer
Add per-basemodelentity scenelayerid and bind it
Tiny adjustments to CreateRawModel
Handle Water layers, assign custom scene layer ids
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
More refactoring, just place a static elevator block at every floor
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
Save/Load fixes
Fixed incorrect floor position at top floor
One icon that I missed on the crafting screen
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Icon appearance changes:
- Let icons show at full opacity everywhere EXCEPT the belt (stands out too much when the inventory isn't open). This helps a lot with the "washed out" look.
- Belt icons set to 90% opacity.
- Updated some icons that I'd missed, that aren't linked to any icon prefab
- Rebuilt all loot panels; even ones that linked to the icon prefab didn't update until their prefabs were regenerated
Change delivery fee to be per purchase instead of per quantity - each time you click Buy you will be charged one delivery fee no matter what quantity specified
Immediately reset order quantities to 0 after clicking Buy
More static elevator work
Added an ElevatorStaticFloor Trigger that designates a floor
Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units
Floor triggers can be placed at arbitrary heights
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Refactored BulletSystem shape handling, added ShapeUpdateSystem
Refactored BulletSystem.OnSpawnBullet
BulletSystem border warning color / glow / minOpacity codegen
Fixed typo in ShapeUpdateSystem
Keyframe / per-update animated properties now set complement to 1f
Improving spline indexing
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- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer.
- Darkened WorkCart cabin glass albedo, you could hardly see out of it
- Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
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