branchSpaceUsurperUnity/mastercancel
4,276 Commits over 2,710 Days - 0.07cph!
barrage goes there n back
fuse respawn pod has proper bounds
tauntSpeech checks correct player in co-op
check min status level instead of target player, sometimes
powerup dropping
dropped status max stack size
status bullets check for nearest player every frame
octopus speech
Merge branch 'master' of SpaceUsurperUnity
more octopus speech, etc
Merge branch 'master' of SpaceUsurperUnity
revert octopus speech changes
shouldnt clear speech bubbles as all might not be despawned
some tutorial stuff !redux
Added splitscreen camera distance buffer
Grey out equipment info for dead players
Added max turn rate for splitscreen split
Rewrite of splitscreen camera positioning
removespeechbubble(player)
Use PlayerActions instead of IPlayerInput in DefaultEmbeddingSource
Fixed possible NRE in DefaultEmbeddingSource
Fixed black box when StyledRects with shadows have 0 width
Fix button prompt animations in SpeechBubbles targeting a player
Separate sections on video settings page
Added Control.CanSelect
Added min / max merge dist options for splitscreen
Added SpeechBubble.SetTargetPlayer(player)
!redux
units dont retarget while charging attack
enemy hp not scaled for coop
base player damage reduced in coop
bullet killing player despawns in coop unless all players dead
reduce onion grid2 lag
player_revive string setup
boss speech for player revive
laser trap looping sfx
respawnPod bullet cantBeDestroyed
prospector secondary laser color
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
trench coop vine tether
Split margin now uses stage letterbox colour
Split border warning now fades in / out
Reset view size on stage restart
Fixed broken hijack bindings
Don't show hijack button if wrong player count
Refactored border warning to not require axis alignment
Splitscreen border warning now fully functional
Trying out a margin between the split screens
Fixed splitscreen death transition sometimes not working
Possible fix for exception when toggling single camera
Rendering of splitscreen border warning
Don't show split border warning if the two cameras are almost identical
Split-screen proof of concept
Merge branch 'master' into split-screen
Switch between split-screen and one camera on player death
Animate transition from split-screen to single camera
Update Jenkinsfile !redux
Fixed going back to split-screen after reviving a player
Fixed respawn pod regression !redux
Merge remote-tracking branch 'origin/master' into split-screen
Rotating split screen proof of concept
First attempt at transition between single and split screen
Working on fixing split-screen transition on death / revive
Much much better split-screen camera positioning
Fixed how view scale changes when transitioning to split-screen
Merge remote-tracking branch 'origin/master' into split-screen
Fixed transition to single screen on player death
Fixed visual hitch on respawning player
!redux
Merge remote-tracking branch 'origin/master' into split-screen
!redux
Include Unlit/Texture shader in builds !redux
Speech bubbles are now in world space
Merge remote-tracking branch 'origin/master' into split-screen
Speech bubbles are now per-screen in splitscreen
Simpler approach to splitscreen speech bubbles
Revert "Speech bubbles are now per-screen in splitscreen"
This reverts commit a0677a791c53b73b2529c051b9da29c099311e77.
Revert "Speech bubbles are now in world space"
This reverts commit 2c1a7c72f1549ae85ac8dc597a00c3c10d23a3c4.
Merge branch 'speech-bubbles' into split-screen
Merge remote-tracking branch 'origin/master' into split-screen
Big speech bubble positioning refactor
Merge remote-tracking branch 'origin/master' into split-screen
Started work on Vignette split-screen support
Vignette fully works in split-screen
Fixed audio listener position in split-screen
Making sure single-screen co-op still works
Can now switch between single cam and split-screen in settings
Merge branch 'split-screen'
Merge remote-tracking branch 'origin/master'
!redux
swap attack tweaks
tentacle wobbling sfx tweaks
tentacle bomb tweaks
traps say defused when they dont trigger
trap defuse sfx
egg plays different sound when expires
can shoot eggs to delay their timer like traps
dont call unit.setup unnecessarily (could cause divergences)
unit ChangeTargetPlayerOnDeath property
fix respawnPod target player
setup speech for co-op player death
some fastSin usage
laser boss ignorecollision w respawnpod
traps dont count down when being shot
trap fixes
adding "changeTargetPlayerOnDeath":false to bullets
fix player jitter on death
fade reduces threat level to zero
more recall powerup work
hunter dragging vine can connect both players
storm targeting
fix popping sound in invasion drums highpass
invasion targeting
more targeting
pattern targeting
claw,frame,laser targeting
build !redux
Only log frame times if replays don't diverge
avoid divergence when setting initial _targetPlayerUpdateTimer
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
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