5,204 Commits over 2,710 Days - 0.08cph!
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
longer player trail
added gun visual effects and some missing charge times
incremented progression manager
changed leaderboard label TOTAL TIME to TIME
lerp mouse alt fire
fixed mine 2nd form not attacking
fixed satellite prereqs
round music timescale near 1f, speed up timescale when ffw replay
reworked some stuff with pixelgroup sprite/core colors
tweaked tentacle
removed default pixelgroup hp
removed unused octopus patterns and added shoot effects
Working on optimising connection checking
Fixed case where victory UI wouldn't hide
Connection cache memory optimisation
Merge branch 'master' into connections
Space is always left for leaderboard scrolling arrows
fixed timer bug
repel effect proper size
attract effect
bullet freeze effect
redirect visual effects
player death effect
player damaged start visual effect
trying another fix for permanent invuln
tweaked visual effect when getting a powerup
pattern params patternNum & patternDegrees; tentacle orb attack
effect bullets use a different pool
tentacles attract attack and visual effect
tentacle 3rd form
Fixed case where victory UI wouldn't hide
Connection cache memory optimisation
Merge branch 'master' into connections
tentacles attract attack and visual effect
tentacle 3rd form
effect bullets use a different pool
tweaked visual effect when getting a powerup
pattern params patternNum & patternDegrees; tentacle orb attack
trying another fix for permanent invuln
redirect visual effects
player death effect
player damaged start visual effect
fixed timer bug
repel effect proper size
attract effect
bullet freeze effect
Working on optimising connection checking
Fixed pxc connections possibly being marked as invalidated unnecessarily
Misc optimisation
Bullet update optimisation