5,204 Commits over 2,710 Days - 0.08cph!
Quad rendering rewrite
Quad shader tweaks
Extra profiling for Switch
Enable CPU boost when loading on switch
Clean up asset bundle manifests before generating
Disable anti aliasing on Switch by default
Merge tag 'before-upgrade' into asset-bundles
Ensured some post-processing effects are disabled
Fixed warning related to Stage_Song
Added stage json override prefixes support
Example override suffix
onion halves balancing hard/easy, halves.2 pattern
changed locked level icon
fix pixelgroup dependence divergence
onion diff balance
mech easy balance, powerup text to string file
mech laser ring timings
easy shield destroys nearby bullets
clamp turret to bounds better, player cant push turret while faded
mech diff scaling
fuse, trench diff balance
onion font, balance, etc
Enable CPU boost when loading on switch
Clean up asset bundle manifests before generating
Disable anti aliasing on Switch by default
Upgrade to Unity 2019.3.14f1
Removed replay diagnostic injection for now
Asset changes after upgrade
core player repel tweaks
player graze size modifier
properly count active pixelgroup prereqs on other units
changed impact effect angle when hitting pixelgroup
easy octopus balancing
Quad rendering rewrite
Quad shader tweaks
Extra profiling for Switch
hunter diff
finished hunter difficulty scaling
hunter bar.parallel attack
new warning sprite
new tutorial arrow sprite
new crosshair sprite
new target sprite
new freeze sprite and icon
new fade sprite
trench difficulty scaling
onion pattern diff scaling
trench expanding diff
trench pattern diffs
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
fix baking error
Now using KokkuGames/PostProcessing/tree/kokku_opt for post processing
Slight background optimisation
Started on player trail rewrite
New trail base colour
Color / alpha gradient for new trail
Got rid of old trail
Fixed trail resetting
Player trail fully fades out again
Switched to LineRenderer from TrailRenderer for new player trail
Started re-implementing rope visuals
New rope color / alpha gradient
Removed old Rope rendering code
Clean up ropes when changing stage
Fixed rope bloom
Profiling fixes for Switch
Rope bloom can now be stronger
Removed testing value from rope bloom
increased rope active glow
Fixed "Other" category timing when profiling
Don't bake easy campaign when baking redux
Merge branch 'player-trail' into asset-bundles
increased rope active glow
Removed testing value from rope bloom
Rope bloom can now be stronger
Profiling fixes for Switch
Started re-implementing rope visuals
New rope color / alpha gradient
Removed old Rope rendering code
Clean up ropes when changing stage
Player trail fully fades out again
Switched to LineRenderer from TrailRenderer for new player trail
set up easy mode players
octopus/mech turret diff scaling
fuse stage diff scaling
some trench pattern scaling
Slight background optimisation
Started on player trail rewrite
New trail base colour
Color / alpha gradient for new trail
Got rid of old trail
Fixed trail resetting
Deleted Resources/Textures, re-assigned guid for Bundled/Textures
octopus pattern difficulty scaling
Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles
mech pattern difficulty
Started working on a nicer way of adding background effects
Example octopus background
New background system working
Fixed an inconsistency with DataPath.Get(relativeTo, path)
Using new background system for legacy octopus
Merge branch 'asset-bundles' into background-optimisation
Revert "Fixed an inconsistency with DataPath.Get(relativeTo, path)"
This reverts commit b7a7ba16272d48251c0685c97e6320623c36ce4c.
Made background paths in octopus absolute
Fixed dt not being correct in dynamic updates
Added spawnPositionVariance to backgrounds, fixed default colors
Redux octopus now uses new background system
Some more tools to help profile on Switch
Added StageComponent / StageComponentBehaviour
Some performance logging for switch
Scene changes
Got rid of BackgroundCamera
More profiling for Switch
Print performance into to the screen on switch
Updated postprocessing package
Fixed profiling on switch non-dev builds
Fixed backgrounds not being cleared on restart
Profiling individual render method calls
Print performance into to the screen on switch
Updated postprocessing package
Fixed profiling on switch non-dev builds
Fixed backgrounds not being cleared on restart
Scene changes
Got rid of BackgroundCamera
More profiling for Switch
Some more tools to help profile on Switch
Added StageComponent / StageComponentBehaviour
Some performance logging for switch
Fixed dt not being correct in dynamic updates
Added spawnPositionVariance to backgrounds, fixed default colors
Redux octopus now uses new background system
Revert "Fixed an inconsistency with DataPath.Get(relativeTo, path)"
This reverts commit b7a7ba16272d48251c0685c97e6320623c36ce4c.
Made background paths in octopus absolute
Fixed build error
Merge branch 'asset-bundles' into background-optimisation
Started working on a nicer way of adding background effects
Example octopus background
New background system working
Fixed an inconsistency with DataPath.Get(relativeTo, path)
Using new background system for legacy octopus
a few new laser sfx loops
Abort replay testing on exception in init / update
Merge cleanup
Now using updateFloatVar in redux
Find: `"onUpdate".+\n.+"SetFloatVar".+"var":\s*"([^"]+)"\s*,?\s*\},?\s*\},?\s*\]`
Replace: `"updateFloatVar": "$1"`
Debug replay test not exiting on Jenkins
Another possible cause of pixel tint accumulation
set up easy stages
fixed other easy stages
removed some resources folders
intro stage pattern difficulty
pattern total time estimate
stage patternDebugText property
pathEnd helper function
egg implode missed sfx tweak
use pixel chunk explode sfx
Attempting to support #include in FsmData
Example of overriding an FSM state
removed debug
UnitFormData pixels array is now appended when overriding
misc easy mode
Merge branch 'master' into asset-bundles
merge
Replaced onUpdates with updateFloatVars in non-redux campaigns
Don't animate transition to single camera on death if already merged
Fix for one possible cause of pixel tint accumulating
Removed GetLerpedValue overloads taking ref params
Added BulletData.updateFloatVar
Using updateFloatVar for octopus bgClouds
UnitFormData pixels array is now appended when overriding
UnitFormData pixels array is now appended when overriding
Attempting to support #include in FsmData
Example of overriding an FSM state
removed debug
easy crusade, stage onStart callback
bullet velocity multiplier
pattern bullet lifetime multiplier
difficulty stage property
more pattern params to modify their bullets
difficulty utils
intro slowspokes difficulty
build again
build fix?
Merge branch 'master' into asset-bundles
Got rid of playerAware.json
Attempting to support #include in FsmData
Example of overriding an FSM state
pattern total time estimate
stage patternDebugText property
pathEnd helper function
egg implode missed sfx tweak
use pixel chunk explode sfx
easy crusade, stage onStart callback
bullet velocity multiplier
pattern bullet lifetime multiplier
difficulty stage property
more pattern params to modify their bullets
difficulty utils
intro slowspokes difficulty