5,172 Commits over 2,496 Days - 0.09cph!
added fuse stage to menu, changed some sfx
diff fuse enemy
fixed line particle jitter
score submitted and replay archived after fade to black
line particles from bullet patterns have their start times simulated like bullets
bullet patterns can specify a charging color
bullets define whether they are positive on each keyframe
pixelgroups glow a lot as they are charging patterns
fixed freezing bug when getting max powerups
fixed a pxc background opacity issue
fuse enemy spawning positions
fix pxc background tint
units can set custom bounds
unit went out of bounds callback
simplified changing sfx pitch based on remaining health
slow down unit spawn, dont animate unit pxcs when destroyed
cached some pixeldata properties
effect on pxc background for recently disconnected pixels
vibrate when starting/ending reversecontrols effect
tweaked some vibration values
properly find pixelgroup center offset even with irregular shapes
fixed a position issue when pixelgroups are scaling; fixed a renderposition issue
reduced pixelgroup jitter further with scaling tweak
reduced some redundant pixelgroup calculations
change player trail widths over time
reworked pixelgroup position code
fixed lasers hitting inactive units, etc
calculate unit render angle
change unit alpha when overlapping other units
change target bullet graphics
temp effect that shoots pattern where player is aiming
reverse controls temp effect
control tweaks
clear temp effects bullet effect
quad spritesheet -> 4096x4096
temp effect shoot pattern
cancel temp effect timers properly
diff bullet effects can have diff graze strength
temp effect bullet visuals
some temp effect cleanup
quads made up of 4 tris instead of 2
bullet wobble
octopus repel bullet uses temp slow effect
player temp effect handler
temp effects control a bullet
unit facing vector
can power up fuse laser with bullets
fixed pixel chunk rotation
units handle facing direction rotating, pxcs require a unit
pxc offset works with facing direction rotation
unit RotateToFace method
Rotation overhaul
Fixed camera shake
Merge branch 'master' into rotations
Merge branch 'master' into rotations
Fixed Rotation.Normalize
Merge branch 'rotations' of SpaceUsurperUnity into rotations
reset player camera on stage restart
Fixed Rotation.Normalize
Merge branch 'rotations' of SpaceUsurperUnity into rotations
pxc collision works mid-rotation
Merge branch 'master' into rotations
clamp pxc animation frame
fixed planet rotation
fixed pixelgroup rotation
Merge branch 'master' into rotations
pxc collision works mid-rotation
fixed planet rotation
fixed pixelgroup rotation
clamp pxc animation frame
Changed how diagnostics reset, added diagnostics to Unit
Removed old code analysis system for determinism
Working on being able to immediately see which values diverge
Merge branch 'master' into diagnostics
Finished off basic divergence testing
Merge branch 'diagnostics'
Finished off basic divergence testing
can rotate pxc 90 degrees during gameplay
stage debug unit hovering
can drag units around in debug mode
fuse stage boss & laser
fuse stage enemy
pxcs visually rotate
pxcrotation calculations
increased replay aiming angular precision
Merge branch 'master' into diagnostics
pxcs visually rotate
pxcrotation calculations
increased replay aiming angular precision
stage debug unit hovering
can drag units around in debug mode
fuse stage boss & laser
fuse stage enemy
Removed old code analysis system for determinism
Working on being able to immediately see which values diverge
Can now use the fast forward / slomo UI buttons again
Player name auto-hides with the replay timeline
Added #if UNITY_EDITOR guards around Utils.DivergenceLog
Timeline now shows while playback speed is not 1
Fixed divergence caused by bullet pattern elapsed time not being reset properly
Merge branch 'master' of SpaceUsurperUnity
fixed turret target not using form 1 attacks
fixed wheel form 3 prereqs
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
GetEdges works on pxcs with no anchors
Replay progress bar only shows if the cursor is over the game window
Better replay diagnostic formatting so it works with diff tools
Now logs replay diagnostic data when a test divergence frame is specified
Added standalone guard around steamworks api usage
Moved hijack button
Added player name and recording date to replay playback
Progress bar now auto-hides if the player doesn't move the mouse for a while
Fixed leaderboard entry selection showing when not in focus
show oldest powerup before destroying it