branchSpaceUsurperUnity/mastercancel
4,276 Commits over 2,710 Days - 0.07cph!
fix claw isCharging error
test stage
Merge branch 'master' of SpaceUsurperUnity
build !redux !nightmare !easy
onPartDestroyed uses Unit properties
Fixed a discontinuity with CameraFrame _localClampingBounds
Fixed splitscreen wipe effect on player death in coop
Fixed loading sprites in custom campaigns
Fixed campaign menu error spam for custom campaigns
Fixed legacy player not having any camera targets
fix hard invasion player sprites !redux !nightmare !easy
increment correct progression, show hard invasion !redux !nightmare !easy
increment leaderboard version !redux !nightmare !easy
update jenkinsfile !redux !nightmare !easy
build fix? !redux !nightmare !easy
build fix !redux !nightmare !easy
hard hunter balance
moved hurt reaction from player to shield
status effect preventDeathPriority
dodge, status preventDeathDespawnBullet
Merge branch 'master' of SpaceUsurperUnity
fix powerup pickup not despawning
more hard hunter changes etc
player hit force fix
build !redux !nightmare !easy
Fixed weird camera behaviour when players rotate around each other
Handling camera merge distance in a smarter way
Stripped out old camera code
Merge branch 'master' into camera-rewrite
New camera target system, json scripting and debug rendering done
Merge remote-tracking branch 'origin/master' into camera-rewrite
Merge remote-tracking branch 'origin/master' into camera-rewrite
Keep track of camera targets for each frame
Calculate camera bounds from targets
Working towards solving for splitscreen
Fixed loading of nested objects when the root includes a base definition
Merge branch 'master' into camera-rewrite
Merge branch 'master' into camera-rewrite
More camera rewrite work
Merge remote-tracking branch 'origin/master' into camera-rewrite
Camera movement based on targets
Handle "ensured" targets
Camera position clamping now handles splitscreen better
ShapeInstanced fragment clipping
Splitscreen clipping for most shaders
Merge branch 'master' into camera-rewrite
Splitscreen culling working for multiple cameras
Factored out camera position / scale handling to CameraFrame class
Fixed zooming in after a player dies
Fixed camera movement when dt is 0
Merge remote-tracking branch 'origin/master' into camera-rewrite
Account for moved centroid of split screen shape again
Merge branch 'master' into camera-rewrite
Fixed AnimatedSpriteControllers not being disabled on reset
Merge branch 'master' into camera-rewrite
Fixed missing script error
SplitFrame and RenderFrame for each player's camera
Fixed merged camera frame updating
Force camera frames to expand if required to fit enforced areas
Merge remote-tracking branch 'origin/master' into camera-rewrite
Shrink view size back down after a delay
New approach to view stretching
Camera splitting / merging re-implemented
Fixed border warning rotation in splitscreen
Fixed glow looking weird near the split when cameras are merged
Added "smoothness" parameter to camera targets
Merge branch 'camera-rewrite'
Re-enable camera position clamping
hard onion changes
recolor player2 onion emoji
onion rotating laser fan tweaks
more onion balancing
hard fuse fixes and changes
trench pixel changes, hard balance
trench hard pixel change
trench expanding hard recolor
more trench balance
Fixed AnimatedSpriteControllers not being disabled on reset
Revert change to particle system arc angle
Debugging some particles being emitted with NaN positions
More replay debugging helpers
Fixed particle systems getting NaNs if time scale is 0
Merge branch 'particle-system-nan'
Don't try to bundle Textures/replayui/
Updated Jenkinsfile
hard mech turret pixels
hard mech balancing
hard fuse bg color
fix fuse starFlicker
fuse enemyA hard recolor
fuse enemyB hard recolor
hard fuse minion movement changes
more hard octopus changes
hard mech laser color
hard mech boss invuln pixel revenge bullets
hard intro curse
debug powerups only added to living players
hard tutorial guy attacks
tweaked hard intro spawn positions
form explosion doesnt remove bullets on hard
formatting fix
fix octopus wave bg
simplified how octopus waves work
octopus noGunsLeft waves
hard octopus turret new pixels
hard octopus tweaks
TextureImportOverride fixes
hard intro stage boss spawn tweaks
hard oracle anger levels
Merge branch 'master' of SpaceUsurperUnity
hard intro tweaks
Fixed error when loading legacy stages
Fixed loading of nested objects when the root includes a base definition
green player2
more green player2 effects
green player2 on loading bar
proper player2 visuals in extra campaigns
player2 tutorial speech bubble color
hard player visuals
invasion bg stars
background fading helpers
invasion phase background transitions
Fixed character spacing in pause menu medal times
Added Stage_DebugLines.DrawDebugCircle()
Merge remote-tracking branch 'origin/master'
Extra safety against self-overlapping background elements
Fixed channel rotated background elements not being tiled correctly
Fixed backgrounds starting at 0 opacity
Fixed case where baked backgrounds might not tile seamlessly
Can now show / hide background layers, with optional fadeTime
laser background
storm background
Fixed severed boss parts sometimes hanging around after a restart
Fixed getting in a reset loop in co-op
claw background
frame background
hunter background
Merge branch 'master' of SpaceUsurperUnity
tentacle background
orb background
Fixed typo in BackgroundSubLayer
mech bg opacity
fuse background
trench background
onion background
Can now reference properties in a background sub layer in update funcs
Fixed BackgroundElement.Opacity not actually being used
Fixed bindings not updating in co-op
Override directories now using a list instead of a dictionary
Fixed background shader not being centred around (0,0) as expected
intro backgrounds, some hard tutorial stuff
can specify background spawnBounds
octopus bg tweaks
mech background
Fixed standalone build error
Can now override shader flags for sprite materials
Allow point filtered textures