branchSpaceUsurperUnity/mastercancel
4,266 Commits over 2,527 Days - 0.07cph!
Fixed planet navigation bug when rapidly switching
Comment count invalidation
Read comments persistence
Working on comment counts in leaderboards
Comment count fixes
Fixed cores not resizing while paused
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
tweaked fuse enemy spokes pattern/bullets
fixed fuse simple bullet glow
enrage bullet shot for each enemy
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Added EasedValue<T>, EasedFloat, EasedRotation, EasedVector2
Moved ReplayDiagnostics._isInFixedUpdate to GameManager
Example usage of EasedValue<T>
pixelgroup overlay color fix
remember last input type when starting stage
fuse transform bullet moves to enemy pos
fuse enemy base class
transformed unit moves toward player
fixed unit facing issues
fuse unit lerps color when enraged
Fixed rebinding arrow keys causing options menu navigation
Cores animate more when focussed
Options menu is no longer auto-focussed when navigated to
Added close prompt in options menu
Planet UI border highlights when focussed
Now using glow scale for planet UI highlight on focus
Other planets / links darken when selecting a planet
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fuse boss sets position directly instead of using velocity
fuse bullet subfolders
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fixed fuse wall debug hp
Fix for possible case where a level is completed but the next levels aren't unlocked
hide lock mouse binding when not enabled
Can now specify visibility conditions for rebindable controls
tweaked fuse enemy aoe attack
fuse glass break sfx
changelog
fixed laser spawning too many particles when slowmo
fuse wall repulsion circles
fuse enemy line bullet impact effect
fuse wall studs
fuse glass, boss moves a bit
fuse glass shader tweaked
fuse glass explosion
fixed lasers not hitting pixels on the edge of a pxc
fuse boss bobs more as it loses pixels
finished hooking up fuse boss studs
fuse wall studs
can optionally not change invuln pixel colors
fuse wall lasers and trigger
fuse wire effects
fuse enemy bullet pulse
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Framerate and anti-aliasing options now use new json storage
Added OptionsData, now storing options with json
fuse enemy/wall layout
working on fuse boss studs
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Made navigating away from the options menu less sensitive
Fixed masked graphic glow colour
Added UI/Glow shader
Now using UI/Glow shader on PlanetUI
Stage leaderboards are now always bright
Fixed case where invalid leaderboard entries would be shown
Merge branch 'master' of SpaceUsurperUnity
fuse enemy new pixels
fuse enemy 2 pixels
fixed fuse enemy movespeeds
removed cheat from steam dev build
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
FSM divergence testing
Fixed JailBoss divergence
Merge branch 'master' of SpaceUsurperUnity
can lock thumbsticks to 8 directions only
lock analog stick option
effect bullet when locking analog stick
tweaked intro slowmo on damage
remember editor mute button state
streamlined tutorial
fixed dontRotate
incremented progression
fixed div by zero error when non-moving player collides with pixel
minor nautilus tweaks
simplified div by zero check
core layer offset, fuse large core
fuse small core
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
use core offset
core layer can be set to not rotate with core
Added json Vector2Converter
fixed debris reflection size bug again, changed some nautilus f1 pixels
fuse gun core, corelayers have glow property
Extra safety checks in Pool.Store(obj)
Fix for reflected debris sometimes becoming HUGE
changelog, changed some pixels in nautilus f0, disc pixel fadeout based on num pixels
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Updated Facepunch.ExpressionStrings
bullet pattern can have blank bullets
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
fire spinners stay around forever
f2 core pattern
tweaked nautilus powerups and splash
tweaked powerups for all stages
tweaked stage layout
New Facepunch.ExpressionStrings build
f2 big diamond pattern
f2 small wobbly
tweaked nautilus pixel sfx and colors
weak pixels use diamond debris
some more sfx and pixel tweaks
tweaked f1 core bullets
added pattern positionOffsetFunc
fire spinner attack
simplified patternNum param
rotate bullet pattern along with pixelgroup anchor
nautilus 2nd form patterns
nautilus f1 spray from close gun instead of core
bullet RenderRadius
diamond bullets renderlength etc
finished cleaning up old shouldFollowPlayer stuff
tweaked slowmo when dispersing powerups
pxcDamagePercent carries over to next bullet frame
bullets can ignore pxc collision on certain frames
bullets raycast from sourcepos on first frame
fixed powerup start angle
sort of fixed bullet debris, reflection, etc
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
chunk debris doesnt collide with pixels