5,204 Commits over 2,710 Days - 0.08cph!
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
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
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
octopus waves bg
Merge remote-tracking branch 'origin/master'
Extra safety against self-overlapping background elements
Fixed channel rotated background elements not being tiled correctly
Merge branch 'master' into camera-rewrite
invasion bg stars
background fading helpers
invasion phase background transitions
New camera target system, json scripting and debug rendering done
Merge remote-tracking branch 'origin/master' into camera-rewrite
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 character spacing in pause menu medal times
Added Stage_DebugLines.DrawDebugCircle()
Stripped out old camera code
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
Fixed artefacts when textures used by ShapeInstanced have transparency
This will probably make some things look weird that were previously tweaked to compensate for the artefacts, like powerup pickups.
Player_Trail.Opacity is now used again
Fade out powerup UI if player gets too close
finish claw diff scaling
Merge branch 'master' of SpaceUsurperUnity
octopus background repro
Fixed unit graphics possibly hanging around after resetting a stage
Fixed possible NRE in Bullet.Init
Background sub-layer angular velocity and rotate around position
Fixed sorting order of bullets in separate volleys
Merge remote-tracking branch 'origin/master'
fixed issues with orb grid collision
orb difficulty scaling
claw difficulty scaling
Added updateVelocity property for background sub-layers
Changed how diamonds are transformed, fixing culling issues
Fixed possible NRE in main menu
Force replay archiving on reset in editor by holding shift
Fixed divergence caused by use of Rand.Fixed by non-fixed bullet pattern
powerup pickups are closer to losing player
some orb diff scaling
Merge branch 'master' of SpaceUsurperUnity
ball pit tweaks !redux
Fixed baked backgrounds not being cleaned up on stage reset
Game will now go back to the main menu on error during stage init
Throw error when trying to load stage with wrong player count
More aggressive camera clamping
Added WholeStageCamera mode
bakedWorldSize explanation
Fixed a bunch of cases where the wrong button prompts can show on switch
Fixed switch build error
Reduced pause / game over blur kernel size for switch performance
start shop with 1 kiosk
ballpit repurchasable shop items
repurchasable spawns after phase 4 !redux
Glow and blinking for background sub-layers
Got rid of alpha pre-multiplication in background layer shader
Revert "Fixed bug with alpha blending in ShapeInstanced"
This reverts commit 339c89719e90a4cbf9e42dc24042b88ce9c62ccd.
Basics for background sub layer rendering
Normalised clouds01 textures
Fixed bug with alpha blending in ShapeInstanced
Fixed baked background texture not tiling perfectly
Plugged in properties to background sub-layer rendering
Tweaked octopus example of background sub-layers
claw nightmare pixels
frame nightmare pixels
Merge branch 'master' of SpaceUsurperUnity
laser nightmare pixels
storm nightmare pixels, fix pxc effects causing 2nd form error
invasion nightmare pixels
Added Background Layer shader
Mockup of background sub-layer properties
Added Rand.Direction()
Fixed unit form data pixel "ranges"
Merge remote-tracking branch 'origin/master'
intro boss nightmare pixels, easy/hard stage descriptions
mech nightmare pixels
fuse boss nightmare pixels
trench nightmare pixels
onion nightmare pixels
hunter nightmare pixels
nightmare invasion campaign setup
tentacle nightmare pixels
orb nightmare pixels
Fixed hiding timer / progress again
Stages can now disable split-screen
Fixed laser colours being swapped
bump money powerup
onPlayerRevive status effect property
bump money core
Merge branch 'master' of SpaceUsurperUnity
octopus nightmare pixels
mech background
octopus fg clouds
Fixed submitting leaderboard score for ballpit
Fixed possible exception when leaving a co-op stage