repoSpaceUsurperUnitycancel

5,204 Commits over 2,710 Days - 0.08cph!

4 Years Ago
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
4 Years Ago
onion halves balancing hard/easy, halves.2 pattern changed locked level icon fix pixelgroup dependence divergence onion diff balance
4 Years Ago
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
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Quad rendering rewrite Quad shader tweaks Extra profiling for Switch
4 Years Ago
Fixed music not loading
4 Years Ago
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
4 Years Ago
fixed some typos
4 Years Ago
trench difficulty scaling onion pattern diff scaling
4 Years Ago
trench expanding diff trench pattern diffs Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles fix baking error
4 Years Ago
Now using KokkuGames/PostProcessing/tree/kokku_opt for post processing
4 Years Ago
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
4 Years Ago
increased rope active glow
4 Years Ago
Removed testing value from rope bloom
4 Years Ago
Rope bloom can now be stronger
4 Years Ago
Profiling fixes for Switch
4 Years Ago
Fixed rope bloom
4 Years Ago
Started re-implementing rope visuals New rope color / alpha gradient Removed old Rope rendering code Clean up ropes when changing stage
4 Years Ago
Player trail fully fades out again Switched to LineRenderer from TrailRenderer for new player trail
4 Years Ago
set up easy mode players octopus/mech turret diff scaling fuse stage diff scaling some trench pattern scaling
4 Years Ago
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
4 Years Ago
Deleted Resources/Textures, re-assigned guid for Bundled/Textures
4 Years Ago
octopus pattern difficulty scaling Merge branch 'asset-bundles' of SpaceUsurperUnity into asset-bundles mech pattern difficulty
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Scene changes Got rid of BackgroundCamera More profiling for Switch
4 Years Ago
Some more tools to help profile on Switch Added StageComponent / StageComponentBehaviour Some performance logging for switch
4 Years Ago
Fixed dt not being correct in dynamic updates Added spawnPositionVariance to backgrounds, fixed default colors Redux octopus now uses new background system
4 Years Ago
Revert "Fixed an inconsistency with DataPath.Get(relativeTo, path)" This reverts commit b7a7ba16272d48251c0685c97e6320623c36ce4c. Made background paths in octopus absolute
4 Years Ago
Fixed build error Merge branch 'asset-bundles' into background-optimisation
4 Years Ago
4 Years Ago
Fixed build error
4 Years Ago
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
4 Years Ago
a few new laser sfx loops
4 Years Ago
Abort replay testing on exception in init / update Merge cleanup
4 Years Ago
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
4 Years Ago
set up easy stages fixed other easy stages
4 Years Ago
removed some resources folders intro stage pattern difficulty
4 Years Ago
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
4 Years Ago
Replaced onUpdates with updateFloatVars in non-redux campaigns
4 Years Ago
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
4 Years Ago
UnitFormData pixels array is now appended when overriding
4 Years Ago
UnitFormData pixels array is now appended when overriding
4 Years Ago
Attempting to support #include in FsmData Example of overriding an FSM state removed debug
4 Years Ago
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
4 Years Ago
pattern total time estimate stage patternDebugText property pathEnd helper function egg implode missed sfx tweak use pixel chunk explode sfx
4 Years Ago
build fix?
4 Years Ago
build again
4 Years Ago
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