5,204 Commits over 2,710 Days - 0.08cph!
Got rid of unnecessary goto state actions
Implemented FixedRandomWait
Implemented waiting after a MethodCall
Implemented CallMethod repetition
Implemented IntAdd FsmAction
Implemented SetIntValue FsmStateAction, better action handling
First pass of generating FSM jsons
Started work on generating JSON for existing FSMs
border warning in-bounds range is smaller
invasion ships check lower bounds
tweaked invasion ship2 movement
invasion ship 3
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
invasion boss
Unit_Behaviour
Can now restore default bindings
Input bindings are now saved / loaded
Input remapping mostly working again, need to fix negative axes
Fixed rebinding negative axes
Fixed error when clicking on button prompts
Now shows category changing button prompts in overall leaderboard
Fixed controller D-pad button prompts
Fixed button prompts not showing negative axes properly
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
fixed some pxc animation bugs
fixed another pxc anim bug
fix player gun length
Added HotloadParametersAttribute
Merge branch 'master' into rewired
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