5,204 Commits over 2,710 Days - 0.08cph!
Fixed exception in BorderWarningSystem after resetting stage
BulletSystems can now use RNG
BulletSystem lifetime can now be an expression
BulletSystem despawn styles, circle skew
build fix, edgerunner powerup
airstrike sfx, etc
airstrike/remote bumper start on enemy side
powerup balancing
duplicate powerup
snipe powerup
playtest changes, potential snipe angle fix
rename snipe to richochet
hell powerup
upgrade powerup
powerup lvl floater shows MAX
upgrade icon
Updated Facepunch.ExpressionStrings
Working on per-update animated property codegen
Updated Facepunch.ExpressionStrings
Big BulletSystem codegen refactor, working for a bunch of bullets now
potential buy phase fix
ball sprite tweaks
more bullet color stuff
ball color
playtest fixes and sfx
wall powerup
BulletSystem codegen starting speed support
BulletSystem codegen cleanup, error for per-update properties
Simplified BulletSystem generation to not need bake result
Some nice progress bars for generating BulletSystems
Nicer temp variable identifier generation
Fixed ECS codegen for structs like Vector2
Added ECS code gen errors for unsupported ActionLists
shield balancing
green and blue balls
cant boost/blink during buy phase
tweaked tip text
ball pit intro tips
skip wont spawn on player
round text
buy label
potential fix for ballpit round issue
fix tweak
fix fade giving player gun
fixed kiosk prices, kiosk rarity
changed some powerup rarity
adjusted tooltips
bump sfx
more sfx
reworked free shields
BulletSystem code gen simple loop support
Moved BulletSystem code gen to an editor assembly
BulletSystem code gen now supports expressions with parameters
Started work on some ECS system codegen
Basic BulletSystem code gen working
Smarter job scheduling for ECS border warnings
Cached BulletSystems are invalidated on stage change
Fixed standalone build error
Made sure BorderWarningSystem can be auto-created
BorderWarningSystem seems to work
Working on ECS border warning
finished hazard attacks
credits stage balance tweaks
zapped pattern
enemy powerup pattern
tweaked zap pattern
credits enemy attacks
RenderSpriteSystem / AnimateSpriteSystem updates now managed by unity
Using ComponentSystemGroups for ECS bullet systems
Refactored PlayerCollisionSystem to deal with per-update shape changes
Fixed bug with ECS diamond-player collision detection
Components for PlayerCollisionSystem refactor
Fixed Switch build error
Fixed ECS bullets having 0 mass by default
Fixed possible exception when validating replays
Fixed legacy bullet properties not being set
credits powerups
attempt to fix speech bubble size
more credits powerups
more editing credits units
hazard attacks
Stage components now have explicitly defined update orders
Moved managed job from PlayerCollisionSystem to run at end of update
Onion simpleSpokes.bullet2 system
Fixed rotation in ShapeInstanced.shader when using property buffers
Can now have ECS bullet properties that are updated every fixed update
Frame diamondShot4.bullet ECS implementation
Frame diamondShot2.bullet ECS implementation
enemy stun attack
zap dontDropShields
credits enemy attack sfx
tweak credits crawlers
edited rest of the crawlers
Reduced some repetition in bullet system definitions
ECS bullets now keep track of their own local time
ECS bullets can now have lifetimes
Bullet acceleration, implemented onion simplespokes.bullet
Split up bullet components into separate files
Refactor ECS RepelBullets
ECS bullets have individual time scales
AddTimeScale for ECS bullets
ECS bullet flash color
Fixed error on player death from ECS bullet hit
Fixed ECS bullet flash on player hit
credits array
credits hazard, etc
crawler attacks
ECS bullet physics, including repelling
ECS bullets can now be moved / rotated by BulletPatterns
ECS bullets can now despawn when their parent pattern finishes
Refactored ECS bullet collisions, added circle collisions
ECS bullet graze and push force
Refactored spawn and update for ECS bullets
Working on onion/pattern/turn as an ECS bullet
Fixed issue with PlayerCollisionSystem dependency management
Collision for diamond ECS bullets seems to work
Changed how bullets are tied to systems, added BulletSystem.OnHitPlayer
Fixed ECS bullet collision info not taking scale into account
Main structure of PlayerCollisionSystem done
refactor base crawler
credits text colors
Merge branch 'master' of SpaceUsurperUnity
credits enemy
credits stuff
BulletSystem refactor, working on PlayerCollisionSystem
Grid2 bullet visuals now using ECS
Fixed typo in ShapeInstanced shader
Made sure ECS bullet systems are created in a deterministic order
Discover and store BulletSystem references while baking
Create BulletSystems from ScriptingCache on stage init
ECS bullets can now be spawned like normal bullets from json
Fixed ECS bullet blinking
Some cleanup before working on ECS codegen
Rewrite example bullet system to get rid of boilerplate
Fixed case where cached ActionList methods weren't found
Fixed redux bake error
credits stuff
chippy crawler
more credits crawlers and powerups
Cleanup all manually created systems on stage exit
New ECS bullets are now depth sorted correctly relative to old stuff
Rewrite ECS bullet demo, simplifying how keyframes work
First pass at rendering ECS bullets with DrawMeshInstanced
More efficient ECS bullet rendering using DrawMeshInstancedIndirect
more credits crawlers
some scores crawlers
rest of the score crawlers
Basic rendering of ECS-based bullets
Fixed despawning of example ECS-based bullet
Example ECS bullet jobs are now burst compiled
Mockup of components / system for an ECS-based bullet
Added offline mode for Switch
Save replay performance to host even on diverge
Save replay file to host on switch
Revert "Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60"
This reverts commit 95aec4ac6181727d3e26da4be6b3299d20b95c8b.
Save test replay to host when starting to watch
Fixed case where cached ActionList methods weren't found
Use FixedUpdateProgress = 1 on Switch / when target FPS is <= 60
Fixed redux bake error
Added DefaultProperty attribute, to avoid ParameterPassthrough usage
claw easy balance
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' of SpaceUsurperUnity
laser easy balance
storm easy balance
moved some easy mech pixel settings
Merge branch 'master' of SpaceUsurperUnity
invasion easy balance
build !redux
build !redux !easy !nightmare
update jenkinsfile !redux !easy !nightmare
drop effect
balance changes
changed starting shield amounts
more easy balance
cleanup powerupTriple
can get powerups while intangible
fix hunter powerup
hard hunter balance
hard orb balance
hard frame balance, etc
added CampaignData.orderIgnoresLockedState
build !redux !easy !nightmare
songs check if CurrentCore is null !redux !easy !nightmare
Merge remote-tracking branch 'origin/master'
fix hard mech !redux !easy !nightmare
Merge remote-tracking branch 'origin/master'
Merge branch 'switch-performance'
Updated Facepunch.ExpressionStrings
Fixed divergence related to stageTime being set in the wrong place
Removed switch NativeLog test
misc balance
credits bounds
Merge branch 'master' of SpaceUsurperUnity
laserSight powerup
laser sight icon, fix when have no gun
credits stuff
more credits pixels
ffd icon
laser sight lost when hit
credits text
more credits text
credits crawler text
Merge branch 'master' into switch-performance
credits stuff
more credits pixels
ffd icon
laser sight lost when hit
credits text
more credits text
credits crawler text
misc balance
credits bounds
Merge branch 'master' of SpaceUsurperUnity
laserSight powerup
laser sight icon, fix when have no gun