5,189 Commits over 2,557 Days - 0.08cph!
Added HotloadParametersAttribute
fixed some pxc animation bugs
fixed another pxc anim bug
fix player gun length
reworked unit bounds checking
unit disable callback; invasion ship respawn when one disables
invasion ship stays in bounds horizontally but leaves vertically
tweaked invasion ship spawning, speed in
tweaked invasion ship colors, border warning
Working on reimplementing input rebinding
Fixed possible cause of vibration getting stuck on in some cases
Added replay actions / bindings
Re-implemented replay input
Fixed possible NRE
Re-implemented vibration
Added game keyboard bindings
Added game mouse bindings
Re-implemented game inputs
Added gameplay controller bindings
Added action definition code generator
Button prompts now default to keyboard bindings
Re-implemented clicking on button prompts
Re-implemented LeaderboardUI input
Added keyboard bindings for menu navigation
Fixed keyboard navigation
invasion stage
fixed pixel reflection size issue
check to make sure bullet length/width doesnt lead to divide-by-zero on first frame
null check and delete enrageTimer, should stop Fuse enemy from crashing on death
fixed unit bounds checking
ship1 rotation when shot
fixed powerup collection affecting player bullets
repel bullets correctly slows more at center of radius
Merge branch 'master' into rewired
check to make sure bullet length/width doesnt lead to divide-by-zero on first frame
null check and delete enrageTimer, should stop Fuse enemy from crashing on death
fixed unit bounds checking
ship1 rotation when shot
fixed powerup collection affecting player bullets
repel bullets correctly slows more at center of radius
invasion stage
fixed pixel reflection size issue
Re-implemented options menu navigation
Fixed repeating axis controls
Re-implemented ButtonOptionsItem input
Re-implemented SliderOptionsItem input
Re-implemented ToggleOptionsItem input
Re-implemented ComboOptionsItem input
Got controller button prompts working again
disconnected pixels are separated into multiple chunks if they arent connected to eachother
filling brake flipped correctly
brakes affect movespeed
touching a pixel doesnt kill you immediately
mostly failed attempts to solve some collision issues
fix unit scale
player gun disabled while touching pixels
merge
tube wall bg opacity correctly set to 0
player bullets reflect off tube walls
pixelgroups can scale more properly
fixing some pixelgroup/pxc RenderPosition stuff
reworked camera shaking
filling speeds in
fixed filling pixel groups
changed tube wall shape
tube filling base class
spawn both kinds of filling
dont erode or have recentlly-disconnected effects for pixel chunks after enemy is destroyed
tube only rotates diagonally
filling2 pixelgroups
filling3
other filling pxcs
ribs stage
ribs boss switches between 2 anims
Merge branch 'master' into rewired
More button prompt re-implementation
ribs stage
ribs boss switches between 2 anims
changed tube wall shape
tube filling base class
spawn both kinds of filling
dont erode or have recentlly-disconnected effects for pixel chunks after enemy is destroyed
tube only rotates diagonally
filling2 pixelgroups
filling3
other filling pxcs
Working on re-implementing button prompts
Action handler update dispatching
More input re-implementation
Fixed confirm UI input
tube wall bg opacity correctly set to 0
player bullets reflect off tube walls
pixelgroups can scale more properly
fixing some pixelgroup/pxc RenderPosition stuff
reworked camera shaking
filling speeds in
fixed filling pixel groups
Added menu navigation actions
Added joystick mapping for menu actions
Added PlayerAction helper
Got rid of fixed input mode code
Started working on re-implementing menu input
disconnected pixels are separated into multiple chunks if they arent connected to eachother
filling brake flipped correctly
brakes affect movespeed
touching a pixel doesnt kill you immediately
mostly failed attempts to solve some collision issues
fix unit scale
player gun disabled while touching pixels
merge
Removed InControl, working on eliminating usages
Purged all InControl stuff
filling spawns from all tube angles
check if filling has reached end of tube
filling brakes
updated incontrol (with issues)
Fixed this james
Updated .gitignore
Made OneAxisInputControl.PendingTick public again
Added Rewired trial
Updated .gitignore
Made OneAxisInputControl.PendingTick public again
filling spawns from all tube angles
check if filling has reached end of tube
filling brakes
updated incontrol (with issues)
Now working in Unity 2017
Unity 2017.2.1p3
Now using experimental .NET 4.6 API
Updated Jenkinsfile
Updated Facepunch.Unity
Fixed changed Facepunch.Unity usages
Merge branch 'unity2017'
player hitbox shadow tweak
misc changes
refined camera control for gamepad; create tube stage
tube walls
tube filling
pixel chunk pixels fade out properly now, calls SetPixels only once per frame
bullet impact reflected across normal; tube filling movement tweak
Updated Facepunch.Unity
Fixed changed Facepunch.Unity usages
Now using experimental .NET 4.6 API
Now working in Unity 2017
Unity 2017.2.1p3
Got rid of random NUnit references
Removed Mono.Cecil plugin
Fixed controller vibrating while paused
Fixed planet size when camera is zoomed in
Fixed planet spacing when zoomed in
Fixed planet link width when zoomed in
player hitbox shadow dot product
player hitbox shadow hidden while colliding
asteroid rotation when hit
pixel chunk pixels fade out; limit pixel chunk debris amount
bunch of small changes with pixel chunks
fixed screen fading bug, tweaked player core
player core looks where aiming
fixed die-on-restart bug, pixels wont move right after killing player
fade out thing player hits and dies to so can see player body through it
bullet only despawns if player hits but doesnt die
fixed bug where one section of player trail would be double drawn
fix player radius being wrong size
player hitbox uses core controller
fixed bug with stopping planet wander timer
polished player core
pattern recoilFunc
player anchored patterns canceled if player hit
pattern vibration
reworked controller vibration
tweaked player recoil
direct bullets pickup
player gun anchor mode for patterns
tweak player bullet
movement controller anchor changed to player anchor
player patterns stop on death
rotateWithAnchor works with other anchor types
patterns can move child bullets as they rotate
change bullet rotation when rotated by pattern
bullet cantBeAffected property
pattern continuously update rotation option
spinning mace powerup
Replay playback speed display now shows actual speed
Got rid of some more allocations
Got rid of all per-frame main menu allocations
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
can set frame num and colors of temp effect circle
temp effect shoot can snap angle
crescent pattern, fixed nullref
fixed bug when bullet passes multiple pixels on first frame; pattern pos can be used as bullet source pos
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
pixels flash less when hit by bullets not dealing their full damage
Started getting rid of some allocations
Some more minor allocation avoidance
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
cleanup, tweaks
temp effect takes control of shape, not bullet
temp effect shape despawn
reworked temp effects so they can be triggered by pickups
all temp effects use a circle shape
clone circle so overlapping temp effects wont affect same one
clean up duplicate code