branchSpaceUsurperUnity/dynamic-musiccancel

17 Commits over 61 Days - 0.01cph!

6 Years Ago
Trying out using a low pass filter duing slow motion
6 Years Ago
Music time-keeping mostly working
6 Years Ago
Song scheduling rewrite mostly done First pass at making sure the song keeps time
6 Years Ago
removed old Powerup and TempEffect renamed v2 powerup stuff bullet repel target direction renamed some parameters renamed some more bullet params Fixed CHIPPY-59 Merge branch 'dynamic-music' Merge branch 'master' of SpaceUsurperUnity Fixed music overlap when re-entering a stage Updated Facepunch.ExpressionStrings Music stops when leaving stage Fixed method calls with optional parameters Added Song.TimeUntilNextBeat(period, phase) some messing with pixelgroup ropes removed unused orig pixel vars can set pixel type in json tweaked pixel respawn glow fixed getting parts before theyve spawned pixelgroups fade in when respawned fixed core opacity part fade color fixed Updated Facepunch.ExpressionStrings can change background fading color Removed Color24, can now just use Color / Color32 instead Merge branch 'master' of SpaceUsurperUnity merge can change cut pixels bg color Fixed error when reading CoreData colours Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Fixed CoreData colours being reset to black Added Song.RunOnNextBeat(period, phase, action) Moved GameStage.Song to Stage.Song Example of player shooting in time with the beat Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity minor cleanup can set pxc shader texture in json fixed shield effect pos lerping player trail json params removed player locator unit set movement func test removed some files, added some aliases can set repelBullets color part prereq rope params in json unitdata cleanup rope spring easing in json formatted some more files Fixed adding requirements between different units Fixed some causes of weird core colours while charging can lerp rope spring values with json funcs Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Fixed another cause of weird core charging colours Merge branch 'master' of SpaceUsurperUnity blink protected pixelgroup a bit when hit renamed Unit.Shoot to Unit.ChargePattern, changed default start angle to 180 unit dormant removed stage_ropes dormant inner and outer range some more laser params laser impact pattern entity debug vectors player radius in json core layer color blinking cleaned up bullet hitbox debug moved player graze slowdown to json player death callbacks, effect patterns fade out player after death playerDeathPercent, adjust player size while dying fade out player gun on death improved death zoom a bit bullet hit player sfx in json check bullet outer radius can set graze push strength for each type of bullet bullet push force doesnt stack anymore debug text func for stuff fixed octopus turret spawning fixed snake bullet can link volley bullets (all despawn together) snakebullet onHitPlayer callback tweaked some powerup stuff remote control test player debugPowerups List parameter in CallMethod test Fixed list parameters in CallMethod Passing FsmActions to CallMethod test Fixed passing arrays as parameters to CallMethod Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity can override powerup value of patterns/bullets Added CommentsHidden option Comment hiding option now works Merge branch 'master' of SpaceUsurperUnity fix player shoot powerup removed powerup pickups powerup icon color powerup stuff timer cancelled callbacks to fix odd bug when restarting rapidly and spawning bullets powerup disperse some player invuln stuff to json, better invuln effect Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Better error for unknown json-defined property types Merge branch 'master' of SpaceUsurperUnity Added player comment blocking drag/drop button Non-persistent comment author blocking Fixed hidden comments' markers being visible Fixed debug comments not being cleared on restart Blocked comment author persistence Added options menu page to unblock comment authors simplified playerGun params improved playergun color lerping improved player gun adding, gunNum property changed bullet loop to prevent modify error testing a pattern Fsm.ExecuteActions() now returns an IFsmActionSet that can be cancelled Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity cancel powerup ongoing Actions when deactivated Revert "Fsm.ExecuteActions() now returns an IFsmActionSet that can be cancelled" This reverts commit 6a108a6e717ff4b9eee9d58368ec1861b696654d. Merge branch 'master' of SpaceUsurperUnity New way to cancel FsmAction sets Fixed conflicts between comment submission and pause menu Fixed using enter to submit comment after adding an emoji laser unit form 0 laser unit form 1 laser unit form 2 ChargePattern uses a direction func instead of angle laser gun shoot colors fixed pixelgroups have their own parameter collection Working on better diagnostics for script func compilation errors Added partPos to Unit's FuncParams as a lazy fix Limit of 10 comments per replay per user Added ways to distinguish friend's comments bulletNum needs to be an Init param of bullet so starting funcs work properly laser robo unit bullet cantBeDestroyed property player damage force in json, timescale when leveling up powerup powerup changes, ffd powerup, timescale changes, powerup fsm actions hack laser robo unit movement powerup effect bullets wont be destroyed diamond skull bullet grows and glows as you get near it player bullet push force func to json sequenced laser unit lasers Updated Facepunch.Unity Added easy way to test staging API Comment deletion now persistent Merge branch 'master' of SpaceUsurperUnity powerup addGun can flip bullet sprites and powerup icons despawn player guns Alternate fix for Fsm index out of range can replace default gun, guns can ignore pixel collision player gun opacity in json Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Action sets can now be immediately executed on an fsm (until a Wait action is reached) Merge branch 'master' of SpaceUsurperUnity Added Yield FSM action that waits for the next fixed update Fixed powerup tri bullets not being set up correctly Fixed possible problem when changing FSM state from an executed action set avoid bullets powerup poweurup display name doesnt automatically include level repel when grazed powerup active repel powerup powerup double pattern maze unit form 0 got rid of invuln pixel colors tweaked invuln hit color Started working on user-created stage support border warning json moved from unit form to part improved pixelgroup jittering when pxc rotates fix pixel isAnchor bug, fix planet core render angle tweaked maze outer unit chargePattern maxDist maze boss spokes player camera moves toward velocity direction more maze attacks tentacle form 0 pixelgroup transformations in json pxc transformation in json Merge branch 'master' of SpaceUsurperUnity cleaned up tentacle unit fsm Merge branch 'master' of SpaceUsurperUnity Fixed error in non-editor builds Added hotloaded PluginData increment part counter tentacle unit form 1 tentacle form 2 json setup tentacle part charging tweaks more charge pattern params tweaked tentacle spiral pattern Part way through rewiting StageID improved bullet border warning Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Fixed error in non-editor builds Merge branch 'master' of SpaceUsurperUnity Added utility methods to skip comments while reading json Support for FSMs with duplicate state names Can set ParameterCollection values to a Func<T> Replaced Bullet properties set every frame with getter funcs bullet borderWarningColor stop clamping border glow unit core look stuff in json, unit core follows player by default powerups disperse in direction of damage tentacles form 2 changes octopus submarine can set and change stage background color stage onUpdate func Can now define arrays in ScriptFuncs octopus mine pattern floating mine bullet dropping mine bullet bubble bullets rising bubble pattern bubble sfx octopus patterns, etc Fixed some bullet property getters being overwritten Fixed SfxData hotloading Got rid of GetLerpedValue allocations Updated Facepunch.ExpressionStrings oob disabled units stop their bullet patterns invasion units fuse boss pixels fuse wall pixels; unit.DoesPixelExist Added warning when attempting to change to a non-existant state Updated Facepunch.ExpressionStrings Fixed some harmful caching causing slowdown Merge branch 'master' into custom-stages fixed some moveAngle properties can have non-rect part, can set part colors in json fuse wall lasers set fuse laser visuals in json fuse wire pixel flashing started on a maze2 stage fuse wall wire pixel colors merge can set current pixel colors in json fuse glass breaking fuse container bg fix unit funcs being null on spawnInstantly units fix spawnInstantly unit not being destroyed unit set animSpeed fixed unit bounds checking fuse enemy movement remote control units with bullets Merge branch 'master' into custom-stages More WIP StageID rewriting Merge branch 'custom-stages' of SpaceUsurperUnity into custom-stages Re-implemented StageID.FromStream Re-implemented StageID.Write Re-implemented reading / writing StageID as json Re-implemented StageIDPropertyDrawer Fixed up usages of old StageID methods some tweaks to remote control bullets fuse unit enrage fuse unit rotation tweaks fuse confuse bullet fuse stage fixes player shoot crescent brake cannon powerup Merge branch 'master' into custom-stages Removed NUnit reference invasion unit stuff removed unit totalRadius tweaked pixelgroup depths boss warning effect invasion keys invasion ship 2 anim speed invasion boss spawn ship tweaked invasion spawning powerups follow player when close dropped powerup bullet follows player while close Untangled StageName / SourceValue in StageID Merge branch 'master' of SpaceUsurperUnity Updated Facepunch.ExpressionStrings progress on maze2stage adjust cam size based on aspect ratio intro laser wall intro wall 2 unit existing pixel percent intro homing pattern intro boss unit intro boss patterns merge mortar gun octopus stage waves unit onPixelHitByLaser boost powerup tentacle sticky bullets centipede bullet tentacle boss wait times decrease as parts are destroyed destroy bullets powerup tweak destroy bullets visuals laser surrounding bullet rotating gun laser unit FSM changes changed octopus FSM invasion stage asteroids fixes to unit bounds and bullet bounds, etc few maze2 changes invasion ship laser Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity Custom StageIDs can now reference a plugin path Added methods to load PluginData / get all PluginData paths Custom stages are now discoverable Can now load custom stages Example custom stage changes Merge branch 'master' of SpaceUsurperUnity laser length can set same unit anim if reversed invasion ship1 patterns fixed bug when child bullet exits bounds invasion boss patterns some intro stage tweaks fuse enemy A polish fuse enemy B polish; RepelUnits Fixed how new StageIDs are used to construct replay paths Now doesn't submit scores for local custom stages Added support for deserializing Nullable<Color> Split planet menu data into default.json and campaign.json With default.json containing stuff that's on both the pause and main menu, and campaign.json has the level selection planets Moved planet cores / glows for each stage to their stage config files Core color / graphic is now optional in PlanetMenuData, added a StageMenuData class Redesigned how main menu / pause menu planets are loaded to be much less janky, support custom stages fuse boss patterns fuse enemies know their spawn order num patterns can be specified to ignore certain unit collision Merge branch 'master' of SpaceUsurperUnity Merge branch 'custom-stages' fuse boss fsm Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity fixed scriptfunc return type double error addStrongGun powerup some sfx Disabled automatic code gen more fuse sfx Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity fuse enemy attack sfx fuse boss sfx Can now specify an override plugin search path in HotloadedData.Get() Can now load menu cores / glow colours for plugin stages Example stage menu core some powerup sfx Custom stages now show up in main menu Finished getting plugins / custom levels showing in the main menu HotloadedData.Get() now ignores ".json" postfix Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity intro sfx octopus sfx, fixed anim looping issue laser unit sfx tentacle unit sfx some intro tweaks hid some level on menu some powerup sfx more invasion boss sfx changelog, re-enabled cheat skip level button lowered example song volume Disabled replay playback temporarily Adding source json for example stage Fixed menu being messed up if a plugin stage references a non-existent core graphic Fixed main menu not finding core graphics in plugins Added example bullets Added CopyCustomStages build script fixed changelog text Hotloading now works in standalone builds Merge branch 'master' of SpaceUsurperUnity Updated Facepunch.ExpressionStrings make sure ease percent is clamped Player gun divergence diagnostics Fixed player gun charge divergence Fixed another bullet divergence Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity intro boss lasers No longer using staging version of FP API in editor Fixed some bugs with Global leaderboard mode Fixed songs not stopping immediately Changed "Hide Comments" to "Show Comments" in options menu To match "Show Timer" Re-enabled replay playback Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity shield doesnt drop when hit unit onFormRespawn intro unit form 1 tweaked intro boss tweaked fuse stage tweaked octopus stage more laser unit crosshair patterns tentacle changes fixed some fuse issues, etc tweaked invasion stage some intro stage changes changelog fixed issue with rapidly resetting stage Integrating new music system with replays Merge branch 'master' of SpaceUsurperUnity Song is restarted on stage restart Fully supporting looping samples explosive gun powerup Tentative fix for switching between mouse and controller CHIPPY-66 Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity explosive graze ring powerup tweaked player braking default turret pickup stairs pattern twin unit twin stage pxc offset changed player trail color pxc bg color pixel tint working on new song CHIPPY-105: Better error message for missing song sample Merge branch 'master' of SpaceUsurperUnity CHIPPY-103: Can now load song samples (.wav) from custom plugins reworked some stuff so the same unit type can have different behaviour active repel has limited uses double gun powerup triple gun powerup twin parallel diamond pattern twin straight patterns tweaks some new songs invasion stage song tentacle stage song song bpm is a scriptfunc better progression on some songs converted wav songs to mp3 Fixed bug with replay serialization / deserialization Added `target` param for SetValue FSM action Added `stage.GetUnit(name)` method for script funcs gun time remaining indicator tweaked fuse enemy powerups Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity invasion tweaks, changelog powerup colors blink Added Stage_Song, refactored SongManager Cleaned up stage component setup Merge branch 'master' of SpaceUsurperUnity Added SongTime struct Fleshed out SongTime Reworking SongLayer
7 Years Ago
pxcdamagepercent again unit movement funcs Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity unit facing funcs set unit movement/angle funcs unit set bounds in json unit out of bounds callbacks unit hidden color in json unit overlap opacity percent in json removed non-scripted stages and units fixed unit spawn out of bounds issue unit spawnInstantly property merged Unit and ScriptedUnit merged GameStage and ScriptedStage Merge branch 'master' into dynamic-music
7 Years Ago
Example song tweaks
7 Years Ago
Music volume is now controllable again Example of using boss form number to control music layers
7 Years Ago
Can now control volume of layers
7 Years Ago
Better example samples Fixed loading samples from a subfolder Fixed zero-length segments
7 Years Ago
Improved song sample playback start timing Fixed song samples ending too early
7 Years Ago
Removed NUnit reference
7 Years Ago
Added SongSampleData.AudioClip Samples can now play, timing seems off
7 Years Ago
bullet facingAngle stuff removed Bullet ReactionParameter bullet pixel damage func bullet hurtPlayer now bullet doesntHurtPlayer fixed spawner bullet fixed pattern sizemultiplier issue fixed bullet spawner powerup bullet AddImpulseVelocity improved spawner bullet positions targetPosition PerUpdate func persists reworked bullet color lerping other perupdate funcs persist reworked pattern aiming, removed AimMode fixed flipped pattern bullet start angle renamed pattern flip pattern corePos property; dont mirror pattern angle for targetAngle patterns fixed wrong angle for player bullets bullet MovementMode.All renamed autoRotateSpeed to rotationSpeed funcs for bullet patterns cleanup partdata onHit and onDestroy cleaned up octopus fsm partdata sfx pixelgroup keeps reference to its PartData hit reaction stuff in partdata unit border warning in json can spawn player-anchored patterns add floater method for FSMs can set unit repulsion circles in json Fixed CHIPPY-45 Merge branch 'master' into dynamic-music
7 Years Ago
Fixed first song segments being skipped Sample data loading Updated Facepunch.ExpressionStrings
7 Years Ago
Song segment progression working
7 Years Ago
bullet movementMode Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity bullet targetPosition lerping Better codegen error logging Updated Facepunch.ExpressionStrings Fixed codegen of Type constants Whitelisting for members accessed in ScriptFuncs CallMethod whitelisting Merge branch 'master' into dynamic-music
7 Years Ago
Figuring out how dynamic music should be composed