5,172 Commits over 2,496 Days - 0.09cph!
avoid divergence when setting initial _targetPlayerUpdateTimer
Split-screen proof of concept
Added ignoreCollisionWithPaths to UnitLaserData
Example of ignoreCollisionWithPaths in redux mech stage
onion & hunter bullet player targeting
achievement tweaks for 2player
update bullet pos properly when clamping to bounds
patterndata useAnchorPos property
tentacle & orb targeting
fixed some unit targeting stuff, fuse enemyA dont retarget when enraged
fuse enemyB targeting
fuse pattern targeting
trench pattern targeting
xulgon revenge bullet interacts with fade
Merge branch 'master' of SpaceUsurperUnity
patterns can retarget different players like bullets can
mech patterns switch targets
moved unit player-targeting to formdata
unit onAutoUpdateTargetPlayer callback
Added unit tests for ReduceProgressSamples
Moved ReduceProgressSamples to a worker thread
Animate LeaderboardPair
autoUpdateTargetPlayer, status paths, etc
Merge branch 'master' of SpaceUsurperUnity
fix missing asteroids
fix mysterious force
removed some debug
Merge branch 'master' of SpaceUsurperUnity
respawnPod stay in bounds, turret autoupdate owner
drone has red explosion effect
bullet pattern attachChildBulletsToBulletAnchor property
bullets can override target player selection
xulgon revenge bullet retargets player in line of sight
Fixed possible NRE in PixelGroup.Hit
Added auto targeting properties to BulletData
Example homing bullet target updating
Increase player threat on damage pixels / cores
Bullets disengage when threat multiplier == 0
Fixed bullet / unit player targeting bools ignoring "false"
Fixed respawnPod targeting the wrong player
Fixed equipment up/down floaters not updating when list is empty
Fixed respawn pod sometimes not reviving the right player
Fixed some bad resource paths
Player threat stat, new way for units / bullets to target players
Got rid of some logging
More target player selection
change xulgon curse spawn trigger
egg/traps dont avoid units so fast
Merge branch 'master' of SpaceUsurperUnity
unfinished eject powerup
resetGunPositions, fix visual issue for Swap bullet
Fixed changes to included json files not causing includers to refresh
Added BulletData.changeTargetPlayerOnDeath boolean
Backported replay performance logging
Log timeline of average frame times during replay tests
Fix possible exception when loading HotloadedData
resized onion emoji
both players can push turret
claw boss movement fixed for 2player
xulgon revenge bullets look for both players
added methods for getting status levels of >1 player
fix intro song for 2player
players collide with eachother
averagePlayerVel, fixed 2player fade collision
Updated Facepunch.ExpressionStrings
Revert "Fixed hunter stage draggingVine attaching to wrong player"
This reverts commit 374611d7ae26a7bca866a6d405847077387dc753.
Changed how targetPlayer is selected if not specified in json
Fixed hunter stage draggingVine attaching to wrong player
Fixed equipment menu scroll prompts sometimes showing incorrectly
Set target player of bullets / patterns spawned by status effect
Added GameManager.StartWithTwoPlayer, sorted inspector fields
Updated player 2 loading screen icon
PixelGroups can now track separate players from their Unit
expose player.selectedStatusPath
player2 wider, fixed execution player2
Merge branch 'master' of SpaceUsurperUnity
fix respawnPod player being destroyed by boss explosion
respawn pod lasts forever, tweaked visuals to differentiate from shieldEgg
Keep performance chart axis the same !redux
Experimenting with minimising ParticleSystem.Emit() calls
Optimised removing recently disconnected pixels from list
Updated Facepunch.ExpressionStrings
fuse laser impact effect scales with dps
fuse laser ringBullet proper colors
Merge branch 'master' of SpaceUsurperUnity
fuse laser looping sfx
laser diamond circle2 polish
Merge branch 'master' of SpaceUsurperUnity
Fixed replay breaking change in ConnectionCache
Show both players on the loading screen in coop
Performance improvement for SeparateDisconnectedPixels
AudioListener position fix for coop
Always show item HUD for both players in coop
onion fan uses bigger ringBullet for core
expanding bullet shows target when it nears max size
trench expanding warning sfx
all levels unlocked !redux
fix redux mech json error
all levels unlocked !redux
Log outlier frame times
Fixed HotloadedData cache faults caused by platform overrides
invasion tossed tweaks
frame noGunsLeft attack changes
more anomaly behaviour changes
claw tweaks
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
storm noGunsLeft attacks
Fixed replay breaking change
Updated Facepunch.ExpressionStrings
ForEachPlayer performance improvement in single player
Refactored some bullet properties to avoid allocations
Speech bubbles now update with raw delta time
Attempt to re-use particle systems for Pxc.CreateDebris()
added some barrage to levels
onion pattern polish, etc
onion diamondShot4 art polish & sfx
fix onion state changes
onion wrappers pattern
onion wait times depend on num parts destroyed
Merge branch 'master' of SpaceUsurperUnity
mech form0 curse timing
new airburst aimer
Replay timing plot script tweaks
Remove outliers from frame time data
Static method to delegate conversion caching in Bullet