5,204 Commits over 2,710 Days - 0.08cph!
tweaked octopus
tweaked wheel
tweaked robot
tweaked mine
tweaked laser
work on moving wall bullets
fixed unit spawning pxc anim
dont submit replays in editor
think the stage not fading out bug is fixed
fixed problem with bullet rotation speed func
bullet keyframes can spawn bullet patterns
fixed bullet anchored pattern start angle
converted robot orb attack to new bullet-shoot-pattern system
controller doesnt vibrate while game doesnt have focus
player handles its own bounds checking
tweaked player locator
unit gameobj sets active/inactive properly
stage triggers
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Changed how overall score is calculated
Updated Facepunch.Steamworks
Added HighscoreManager, now calculates overall rank for players
Added `throwIfNotFound` param to StageID.Get(typeName)
tweaked octopus bullets
player visual locator
fade out player locator on death
moving wall boss unit, tweaked hiding units
unit fade in/out
lerp color when fading unit in/out
big rotating diamond bullet
pxc opacity
unit fade in/out
pattern flip across origin, etc
Fixed filtred link leading to a new tab
Added profile URL to filtred page
Can now click on users to filter by them
Fixed oversight with playerInfoCache
Trying to fix filtered player name
Added player name when filtering by player
Experimenting with filtering by player
Progress sort now uses time as a second sort field
Fixed date parameter formatting
Started working on being able to see how many unread comments are on a replay
Merge branch 'master' of SpaceUsurperUnity
Added persistence to read comments count
tweaked diamond pushing
moving wall unit destroy when out of bounds
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
reworked diamond bullet collision
blink player middle color when in danger
Temporary logos/splash
Merge branch 'master' of SpaceUsurperUnity
Leaderboard UI now displays comment counts
Fixed emoticon codepoints getting truncated
rotation speed affected by movement speed
lerp debris color from current to damaged randomly
tweaked feel of strafeboosting
pixelchunk keeps track of pixeldatas
pixel chunk debris sfx