branchSpaceUsurperUnity/mastercancel
4,276 Commits over 2,710 Days - 0.07cph!
Fixed exception in non-editor builds
Added level info / scores UI in menu
Game now remembers the last stage you selected
Planets can now have individual glow colors
Fixed possible NRE in LeaderboardUIController
Fixed setting CoreData.Alpha
fixed invisible level button border
check if already loading stage before playing level
changed pause menu
fixed pause menu in replay
core controllers can flash and fade out
menu remembers selected planet
menu camera starts on current planet
changed level order
use cores
bullet keyframe min/max duration, limit laser hit sfx
controllable turret stuff
fix panel image
hack for octopus core edge not matching
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Some better planet link angles
Can now set CoreData.Color
Moved progression methods to HighscoreManager
Tweaked planet / link graphics when levels aren't complete
Core size now scales with the PixelGroup's Pxc
Simplified Pxc.RenderPosition
Added highscore submission queue filtering
Octopus turrets now use CoreControllers
Planet borders are now constant width
CoreData now refreshes when a referenced base changes
Removed border from CoreData files
PixelGroups can now have CoreControllers
Fixed missing planet link
Added Howie's octopus eye
Moved core graphics
Updated LevelSelect/default.json
First draft of new planet link style
Level icons panic a bit when you select them
Fixed possible event leak in LeaderboardUIController
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
Stage_Camera now functions without a Stage_Arena
MenuStage now doesn't have a Stage_Arena
removed textures
clear pool setup callback (maybe fix crash)
feedback text
fixed fade not covering whole screen
improved feedback text
fixed octopus 3rd form
octopus turrets
changed octopus patterns
Made level icons super creepy
Tweaked example tentacle icon
Started work on Howie's level select concept
Re-added Apple TV build option
Fixed error in non-standalone builds
audio priority
bullet damage affects laser control amount
turret target unit
trying to add new octopus
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
can control laser aim
Now using `requiredCount` from level select data
Changed MenuStage.Move(dir) logic
Now looks for the planet that's closest to the target direction
Menu stage layout now loaded from LevelSelectData
A more complex example level select layout
Updated level select example file
Added LevelSelectData
Merge branch 'master' of SpaceUsurperUnity
LevelSelectData hotloading
laser turret stage
laser turret trigger anim
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Example level select json file
moving wall 2nd form
menu planet linear layout
dont check bullet collision if size is zero
invulnerable parts dont reflect bullets
vibrate when player is going to hit pxc
tweaked diamond hitboxes and player camera
fixed diamond hitbox length
bullet sprites can be offset from hitbox, diamond bullet collision fixes