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Sipho changes 0.7.0 - 0.7.8

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Mar 24th, 2021
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  1. Version 0.7.8f4
  2. Spawn Cra'Than boss 3 whirlpool in the middle of arena
  3. Fix save updating to new version
  4. Support child colliders in Object Eraser
  5.  
  6.  
  7. Version 0.7.8f3
  8. Reduce crazy amounts of nutrition in Advena areas
  9. Serialize Zooid rigidbodies so they're always available
  10. Deactivate Zooid Reposition UI Stack if we are coming back to it dragging nothing
  11. Add optional debugging to UIModuleStack
  12. Remove duplicate event system from Aquarium menu
  13. Serialize Canvas reference in Growth Manager so it can have Growth Point UI recreated early
  14. Fix Spike throwing skill errors when becoming dead
  15. Bump year label
  16.  
  17.  
  18. Version 0.7.8f2
  19. Update obsolete Bone Ball Obstacle references in scenes
  20. Refactor achievements to support nonlinear levels
  21. Add environment type analytics
  22. Stop spike damage once it has exceeded pierce count and is still not retracted to simulate previous behavior
  23. Spike weapon improvement - track damage time per damaged collider rather than per-spike
  24. Debug improvements: add optional logging, allow turning off AI in debug enemy spawn menu, instantly spawn them
  25. Spikes pierce all colliders when retracting. Tweak spike forces
  26. Fix author of Crabs
  27.  
  28.  
  29. Version 0.7.8f1
  30. Move Siphonophore.GetDebugText out of Editor ifdef to make it build
  31. Enemies now remember who damaged them and treat them more cautiously
  32. Fix Zooids instantly exploding on death in previous commit
  33. Refactor Zooid health change events
  34. Add Siphonophore debug info to Development UI
  35. Destroy blocking rocks and other environment features once Seanus Boss Fight 3 ends
  36. Destroyed Sinkable Environment Objects handle being sunk
  37. Tweak gamepad/camera code
  38. Tweak Twister Narrows area - wider gaps, less food spawns, nicer bone spawns
  39. Dirty Project Settings
  40. Support controller with Camera Follow
  41. Remove Input workarounds for controller inversion. Use built-in Input System UI Input Module
  42. Use more generic IsPointerOverUI calculation code
  43. Put tentacle sprite pivot at the tentacle base. Adjust all prefabs and placements of tentacles
  44. Fix dead zooids throwing errors on whirlpool sink
  45. Alphas should spawn without extra nutrition
  46. Reimport all prefabs to populate serialized data
  47. Cra'Than boss battle arena layout tweaked
  48. Environment spikes remember damage time per-object - should feel much more consistent. Tweak damage values - damage more often, but require more velocity for full damage
  49. If ungrowing a Zooid would leave some Zooids detached, ungrow them too
  50. Fix glitch that allowed stacking zooids
  51. Remove silly Saenus layout from built-in
  52. Add powerups and Bone Balls to Aquarium UI
  53. Update object database
  54. Allow skipping objects from inclusion to the database
  55. Create new Bone Ball prefabs with new prefab workflow
  56. Decorate Cra'Than first Boss arena
  57. Ignore .vsconfig
  58. Upgrade Unity engine to 2020.3.0f1
  59.  
  60.  
  61. Version 0.7.7f2
  62. Make Advena Boss 2 rotate instead of constantly facing player
  63. Skip a frame when registering for Sipho Inventory so that anything that sets up inventory doesn't trigger Zooid unlock popup
  64. Rename Powerup Range to Range Powerup
  65. Currents should not affect Ignore Raycast layer - fixes leeches being affected
  66. Fix destructible object becoming almost invisible while damaged. Scale mass and hit damage with size
  67. Set local scale to Poolable objects before spawning them
  68. Do not lower clamp zooid decay to 0.01
  69. Re-enable save compression
  70.  
  71.  
  72. Version 0.7.7f1
  73. Reduce spike launch and chip forces to accomodate for lower mass
  74. Spread out enemy spawners a bit
  75. Change Eating powerup to become Range powerup - it also increases zooid range. Make powerup IDs consistent, add save upgrade path.
  76. Rock Editor Inspector supports setting depth for multiple rocks
  77. Improve Cra'Than Boss 1 fights
  78. Add proper save versioning and upgrade path
  79. Change base time to spawn to 8 of Cra'Than Hole and scale it by their size - larger holes spawn more often
  80. Scale Destructible Container drop amount and health by their size
  81. Tweak Gemini boss, add its down aggro effect
  82. Never scale zooid size below 0.01 - fixes rare cases of leech tips disappearing
  83. Fix leech tips staying visually attached to pooled objects
  84. Reduce camera change speed in growth mode
  85. Print Siphonophore spawn log entry in Start instead of Awake - allows Enemy spawners to set Siphonophore name for better debugging
  86. Improve Editor tooling for displaying selected layout values
  87. Refactor how Enemy Spawners gather their settings. Clean up lots of parameters. Add scaled Alpha Enemy spawning to all areas. Tweak enemy Layout value level ratios
  88. Tweak spike
  89. Tweak spike to be less wiggly
  90. Fix Cra'Than mover "hands" being below their elbows
  91. Fix connection visuals not syncing correctly while dragging introduced in previous commits. Do not discard valid position when ending drag very close to zooids of that position (makes placing a bit nicer)
  92. Use absolute position values when moving child zooids through repositioning in growth mode
  93. Obliterate Zooid.transform references in Zooid Button UI - use Zooid.Position/Rotation instead
  94. Allow setting Zooid rotation through its property
  95. Add missing Peapod audio clip
  96. Fix skill bar being limited after certain width. Also stretch it down if it doesn't fit the screen
  97. Improve build sipho window
  98. Fix hole sprite bone references
  99.  
  100.  
  101. Version 0.7.6f1
  102. Enable random motors on tentacles to make them move
  103. Cra'Than boss battle 2
  104. Set up Cra'Than holes which spawn food
  105. Turn off batching on tentacle sprite skins to attempt fixing flying vertices
  106. Conver "bulp" audio file to ogg and trim silence
  107. Add minimum delay option to Audio Player
  108. Support looping audio on following effect
  109. Turn off always update on sprite skins of tentacles and holes
  110. Spawn bonus nutrition where the boss was
  111. Tweak tentacles
  112. Set Ragdoll layer to not collide with Default layer
  113. Set up Hole sprite bones
  114. Add new environment objects to environment object collection
  115. Polish tentacle physics
  116. Improve Cra'Than Twin boss fight
  117. Fix layout author search not being lowercased
  118. Add sorting and filtering to Layout browser
  119. Add joints to tentacle objects
  120. Generate sprite bones for tentacles
  121. Allow rocks to set different solids layer than Default
  122. Add Ragdoll layer
  123. Add random motor speed script for Tentacle use
  124. Add music beat detector script
  125. Add 2D skinning package
  126. Do not use Growth Point UI while Sipho structure is dirty - fixes rare cases of entering bad UI state when quickly doing growth things
  127. Add multiple boss support
  128. Add Rect extension to incorporate Rect expansion
  129. Tweak depth colors so that mid depth is not as desaturated and dark
  130. Set up Cra'Than obstacle colliders
  131. Add Cra'Than prefabs and gallery scene
  132. Add new Cra'Than environment sprites
  133. Fix camera having slower zoom change speed than intended
  134.  
  135.  
  136. Version 0.7.5f1
  137. Beautify Buginis boss 3 arena
  138. Workaround boss manager throwing error when boss level is loaded from editor
  139. Add plant Nest formation
  140. Add damaged effect to Sipho container
  141. Fully zoom out when using custom views - makes boss fight zoom consistent
  142. Buginis boss tweaks
  143. Make swamer movement fully boid based with goal support
  144. Sipho eggs spawn siphonophores using their own direction
  145. Tweak Buginis Boss 2 arena camera limits
  146. Revert accidentally enabling sipho container explosion again
  147. Add Camera Follow Overriders to boss arenas to limit vision only to relevant area and allow zooming out further
  148. Tweak swarmer behavior to include player as goal in Boid simulation
  149. Workaround Sipho size being very large after boss area load by skipping a frame
  150. More Rect tests
  151. Add Camera Follow Overrider to enable custom camera control for boss fights
  152. Remove explosive sweeping from Sipho container
  153.  
  154.  
  155. Version 0.7.4f2
  156. Fix off-by-one zooid boss fight reward errors which ended up locking the game
  157.  
  158.  
  159. Version 0.7.4f1
  160. Less error prone way of applying zoom to view margins
  161. Reduce duration for camera animation if there is no spawn animation
  162. Use boss battle zoomout for other bosses
  163. Allow overriding zoom level for camera follow. Use zoom overrides for boss battle initial camera animation
  164. Swarm AI and arena improvements
  165. Add Buginis Boss 3 Swarm Layouts
  166. Add automatic Editor-To-SerializedEnvironmentObject serializer for creating persistent arenas. Unused for now
  167. Do not save game while boss fight has not ended yet. Deterministically select zooid unlock drops
  168. Add XXHash implementation
  169. More appropriate way of saving Boss Battle state
  170. WIP Buginis swam boss - swap arena art to Buginis environment, boid movement improvements, spawn swam from destroted eggs
  171. Add Destructible Sipho Container which spawns Siphos upon destruction
  172. Add HUE shift property to environment shader
  173. Add test for finding duplicate Environment Object IDs
  174. Swarmer Boid AI is now Faction based - boids will follow anyone in their faction
  175. Add Intended Rotation property to Siphonophore
  176. Update Siphonophore physical radius each frame instead of on Structure change
  177.  
  178.  
  179. Version 0.7.3f3
  180. Use automatic Graphics API for MacOS
  181. Move LUTs to Textures directory out of PostProcessing
  182. Show Builtin layouts first if there are no manually saved layouts in Layout Browser
  183. Rename few particles options
  184. Re-grather shader variants
  185. WIP Buginis boss
  186. Add some particle graphics options
  187. Remove two unused texture lookups in whirlpool mist shader
  188. Choose another enemy spawner layout if enemy spawner fails to spawn in 100 tries
  189. Increase level end timeout to 30 minutes
  190.  
  191.  
  192. Version 0.7.3f2
  193. Correctly decrease poison duration by 30% for each stack
  194. Balance sum skill costs around 4-5 zooids rather than 2-3. Generally makes skills cheaper
  195. Heads by default have 0 melee damage, but can deal damage if buffed.
  196. Set poison duration to 3 for real this time
  197. Fix some environment objects remaining collidable after level ends forcefully
  198. Fix environment some objects not fading out correctly
  199.  
  200.  
  201. Version 0.7.3f1
  202. Add Fixed set class
  203. Muck and Poison clouds are now colliding with environment
  204. Remove Rock component from Environment Spike
  205. Fix Swarmer minion animations lagging behind. Movement Force stat no longer affects Swamer Minion speed
  206. Tweak Seanus boss 2 arena to make it unescapable
  207. Add Important setting on spawners and mark obstacle spawners as important. Do not spawn enemies inside chunks of important spawners that have not been loaded yet. Fixes rock-squished enemies
  208. Fix error when kill point receiver tries to unsubscribe from nonexisting Siphonophore
  209. Swarmer minions now crawl on top of obstacles
  210. Add timer based melee damage to all heads
  211. Kill point receivers (Soul Eater and Swarmer) kill dead Zooids on collision
  212. Pusher Penetration stat allows pushing more objects at full force by 30% per stat
  213. Improve whirlpool particles
  214. Zooid description shows Penetration stat as relevant if Ranged stat is non-zero
  215. Twister Penetration stat increases Swirl lifetime by 30%
  216. Poison debuff now has a duration of 3 (was 1) and scales duration down by 70% with each stack.
  217. Allow buffs and debuffs scale duration depending on stack count
  218. Enemy Spawner bases spawns on current wealth rather than Recent Wealth. Fixes Aquarium spawners not adapting quickly enough
  219. Add world position scale parameter to Scrolling Texture shader and use it for Muck clouds
  220. Muck doesn't affect its owner anymore. Increase Muck cloud duration to 5 (from 3.5) and radius per range to 0.3 (from 0.25)
  221. Dash now costs 20 Energy + 5 per zooid
  222. Added tooltip translations
  223. Show skill cooldown difference in tooltips. Tell players how to rebind skills
  224. Move GameKey beatifying code to String Beautifier
  225. Round energy capacity bonus instead of flooring it down. The effect is most noticeable with Energy powerup
  226. Change how extra cooldown is displayed - show delta in tooltips
  227. Commit new ogg file
  228. Cooldown translations renamed
  229. Rebalance skill costs so they scale with the count of zooids with that skill
  230. Proportionally increase skill cooldown if it is more costly than max Sipho energy. Display skill cost energy breakdown in tooltips
  231. Gray out energy regeneration buff if it's irrelevant
  232. Fix growth points improperly registering themselves at manager
  233. Improve skill tooltip to show skill energy costs
  234. Reduce flak shoot audio latency
  235. Update Burst and Collections packages
  236. More speedy Growth Point generation
  237. Forcefully end level if player doesn't clear it in 5 minutes
  238. Change object layer to Ignore Raycast when sinking to avoid unnecessary raycast hits
  239. Stagger sinkable sinking
  240. Serialize Zooid connection angle masks
  241. Remove duplicate standalone input module
  242. Set Growth Point parent to be the same as zooid button parent
  243. Do not despawn growth points that are going to be used - improves growth performance
  244. Log executable build times in Editor
  245. Forgot to commit job file
  246. Fix incorrectly caching zooid button children
  247. Use growth manager to store growth points instead of searching globally
  248. Lazy initialization for Zooid Buttons when Sipho structure gets changed
  249. Use Burst to calculate growth point positions
  250. Use Burst compiled MatrixUtility outputs as out rather than ref so they can be inlined
  251. Also store zooid connection angles as bitmask
  252. Do not throw errors when no Area is loaded
  253. Remove unused trail renderers from movers
  254. Remove pushing capability from Saenus Jet. Change dash multiplier from 2 to 3, reduce drag from 0.25 to 0.2, increase health to 11, do not penalize turning force - set it to 1
  255. Parametrize Dash multiplier
  256. More robust way of instantiating System Callbacks singleton
  257. Do not regenerate Drifter health when zooid is dead
  258. Update one of builting Saenus layouts to be more menacing
  259. Reserialize sprite atlases
  260. Better utilities for Layout editing and refactor of layout selection logic for Campaign levels
  261. Only apply buff if base stats are relevant rather than current
  262. Update project to Unity 2019.4.17f1
  263. Tweak Spike and Santa hat to behave more controllably
  264. Serialize zooid component references in prefabs. Serialize zooid radius instead of calculating it from collider
  265. Update two Cra'Than layouts
  266. Improve editor build game window
  267. Set Squirter skill energy base cost to 10 (was 25) and per-zooid cost to 5 (was 0)
  268. Set Spike skill energy base cost to 25 (was 50) and per-zooid cost to 10 (was 0)
  269. Set Flak skill energy base cost to 20 (was 55) and per-zooid cost to 15 (was 0)
  270.  
  271.  
  272. Version 0.7.2f3
  273. Return minimum value when input device is unknown instead of zero - might fix controls sometimes locking up
  274. Plant boss 1 - Patroller
  275. Disable default collider on Tree_1
  276. Optimize initial spawner spawn to not sync physics objects when it's not necessary
  277. Delay forceful whirlpools by 5 seconds
  278. Experiment with quick heal distribution
  279. Prevent Layout corruption at rare cases when zooid repositioning happens very fast
  280. Reserialize all Environment Objects to ensure correct data
  281. More strict serialization validation of Environment Object to catch out-of-sync serialized values
  282. Grid spawner improvements
  283. Buginis boss setup and WIP arena
  284. Make Queen area use new sprites
  285. Skip same depth values when changing them in editor
  286.  
  287.  
  288. Version 0.7.2f2
  289. Fade out objects that are deeper than deepest depth
  290. Do not continue spawning certain spawners in Underwater level
  291. Forceful whirlpool improvements - cull offscreen particle spawning, sink things earlier, cache sinkable objects
  292. Add base linear drag to decorations so they don't fly around levels when sinking
  293. Camera follow now calculates visible point with world space margins
  294. Rock depth utility for getting normalized absolute depth
  295. Change Decoration collision matrix to not collide with anything
  296. Do not spawn certain spawners after levels are clear
  297. Offset every second column for whirlpools
  298. Reuse Physics 2D collision callbacks: true
  299. Simplify some formations
  300. Do not correct rock rotations in Editor while in play mode
  301. Do not flip formations
  302. Optimize spawner radii
  303.  
  304.  
  305. Version 0.7.2f1
  306. Add experimental Bouncer script
  307. Always create new campaign state if it's not present after loading
  308. Do not flip current spawners in Plant 2 area
  309. Clearer environment object editor tool UI
  310. More plant objects renamed
  311. Tidy Plant Obstacles. Now all Plant objects are Obstacles
  312. Do not error out when there are no zooids in inventory
  313. Branch leaves fade with depth correctly
  314. More user friendly spawner depth settings
  315. Linear campaign level size scaling rather than exponential
  316. Plant 1 area using new sprites
  317. Add WIP sine wave spawn function
  318. Various noise textures and import setting tweaks
  319. Allow scaling spawner tiles to rectangular shapes
  320. Add a bunch of patterns for noise
  321. Correct collider references
  322. Tweaks to leaves
  323. Make branch leaves a nested prefab and set it up
  324. Add leaves to plant branches
  325. Tidy up skill names
  326.  
  327.  
  328. Version 0.7.1f5
  329. Always allow selecting all adapted zooids ever
  330. Revert "Decompose Zooid instantly if it gets overkilled"
  331. Show sonar in Freeroam
  332. Decompose Zooid instantly if it gets overkilled
  333. Fix some non-damaging debuffs having damage over time set to non-zero
  334. Better way of doing what last commit does
  335. Don't unlock pop zooids that have been disconnected from Sipho
  336. Fadeout environment objects render above player
  337. Fixed rare occasion of Head Selection throwing error when enabling UI before Head Selection was initialized
  338. Correctly fully fade-out decorations when close to them
  339. Update rotation in deformable when adding first zooid
  340. Hard limit Spike distance to 2x of normal distance
  341. Missing verlet meta
  342. Add experimental Verlet Constraint based soft body simulation
  343.  
  344.  
  345. Version 0.7.1f4
  346. Fix input not working when hovering objects in game
  347.  
  348.  
  349. Version 0.7.1f3
  350.  
  351.  
  352.  
  353. Demo Day 35 Version 0.7.1
  354.  
  355.  
  356.  
  357. Version 0.7.0a8
  358. Return default skill cooldown if there is no skill group (for example if zooid is dead)
  359. MegaDebug buff buffs all stats
  360. Fix Despawner breaking due to referencing deleted food prefab and not respawning anything when it's empty
  361. Tidy consumables
  362. Tweak Cooldown Reduction and Damage powerups
  363. Make Cra'Than Boss 3 spawner zooid regrowable
  364. When rebinding keyboard, ignore special controls as anyKey and imeSelected
  365. Add Cooldown and Damage powerups. Spawn them everywhere
  366. Add Health Regenerator script
  367. Remove accidentally added component
  368. Pusher tweaks to allow it being put on anything
  369. Serialize reference to Zooid in Zood component
  370. Support arbitrary connection angles for zooids
  371. Add Cooldown Reduction Powerup to destructible food containers
  372. Support cooldown scaling with most of the zooids
  373. Add cooldown reduction stat
  374. Make renderer cloner more silent
  375. Make Seanus boss 2 asymmetric
  376. Place Growth Point UIs in Zooid local position. Obstacles block new zooid growth
  377. Remove buffs before dead zooid is destroyed
  378.  
  379.  
  380. Version 0.7.0a7
  381. Graphics settings after build
  382. Preload Input Settings
  383. Track Burst compilation settings
  384. Allow Renderer Cloner be destroyed when scene is being unloaded
  385. Change linux build target to x64. Universal is not supported anymore by Unity
  386. Missed project settings file
  387. Upgrade project to Unity 2019.4.13f1 (518737b1de84)
  388. Grappling hook is now affected by Penetration stat
  389. Update zooid graphics when outline color changes
  390. Re-gather Environment Objects for spawning and automatically gather them on build
  391. Fix Side Popup double translating
  392. Play sounds when zooids are picked up, grown and placed
  393. Remove obsolete deformable synchronisations - we don't rely on world positions that much anymore
  394. Add debug message to catch level load exception
  395. Gather original zooid neighbor indexes after zooids have been detached
  396. Do not break Extra Zooid UI when adapted zooid list contains unknown zooid ID
  397.  
  398.  
  399. Version 0.7.0a6
  400. Fix keyboard selection for rotated Growth Points
  401. Cleanup Layout calculation maths
  402. Growth point fixes WIP
  403. Reduce buffer zooid sizes to 75%
  404. Better growth background tiling
  405. Use growth points for growing new Zooids
  406. Find correct neighbors when repositioning and use Layout data for new zooid growth
  407. Use Layout data to gather neighbors
  408. Support rotation bias when repositioning. Calculate growth points for further positions too
  409. Fix repositioned zooids getting wrong neighbor
  410. Add Plant leaf sprites
  411. Plant Prefabs
  412. New Plant sprites
  413. Rename old plant dir to old
  414. Fix repositioning when root zooid isnt at 0
  415. Iron out all repositioning bugs in Layout code
  416. Correctly transform repositioned zooids
  417. Make Siphonophore handle Zooid addition and removal
  418. Half-working logic for repositioning zooids
  419. Remove and add back Zooids when dragging and ending drag
  420. Start using growth points for repositioning zooids
  421. Start cleaning up Growth Point UI code
  422.  
  423.  
  424. Version 0.7.0a5
  425. Set Rock type to legacy obstacles
  426. Add neutral-colored pickup sprite
  427. Add placeholder powerups
  428. Auto-size tooltips according to their length. Add background
  429. Fix skill UI keybind text getting in the way of showing tooltip
  430. Fix Advena boss error spam
  431. Disable Aquarium UI when entering cinematic mode. Fixes Aquarium UI still being visible when exiting gameplay
  432. Fix reduced drop not working for Boss siphos
  433. Tweak min distances for other areas
  434. Scale minimum distance with level. Larger minimum distance for Advena 2 area
  435. Add Editor utility to preview level scaling
  436. Add better shaped growth point representation
  437. Increase min obstacle distance in Underwater 2 map
  438.  
  439.  
  440. Version 0.7.0a4
  441. Fade out when quitting game
  442. Clean MenuUI stack on destruction and handle empty stack
  443. Correct boss Layout author name
  444. Tweak Advena 1st boss Layout
  445. Enemies move towards other faction Siphos instead of attacking player at level end
  446. Advena Boss 1 nerfed and caged
  447. Grid spawners can now have fixed position
  448. Do not assume scale of Advena and Sea levels which were made for backwards compatibility
  449. MinMax Includes is now inclusive
  450. Sample direction of texture noise
  451. Advena level tweaks and Advena 2 level
  452. Have impact damaging callback as separate component from damageable obstacle
  453. Add texture based environment spawn patterns
  454. Use cell position rather than randomized position when deciding on scale and object prefab when spawning through Grid Spawner
  455. Editor Utilities for Rock depth debugging
  456. Underwater 2 tweaks
  457. Make MidLow rock color brighter
  458. Tweak Underwater levels
  459. Fix Grid Spawner's random int generator
  460. Allow non-quantized depth set to rocks
  461. Refactor campaign logic to be more robust
  462. Fix Sonar being visible at first frame after loading
  463.  
  464.  
  465. Version 0.7.0a3
  466. Better support for said thing
  467. Support version tag in build path
  468. Fix stat descriptions sometimes showing wrong stat effect icon
  469. Start in random area when starting game for now
  470. More shader variants
  471. Update preloaded shader variants - fixes things not fading out in built game
  472. Add fixed frame skipper utility which allows skipping time based events if they have not occured recently
  473. Tweak whirlpool looks
  474. Store Campaign level instead of calculating it
  475. Fix layout wealth scaling so that level 10 has valid value
  476. Add utility tool to tell how many layouts each level will have for each breed
  477. Teleport player as soon as possible in Boss arenas so that physics collisions don't register yet and send things flying
  478. Ignore downloaded steamworks files
  479. Forget all downloaded steamworks files. Add URL to download them
  480. Fix game breaking when renaming player profile file to already existing one
  481. Generate spawner ID at runtime instead of storing it to avoid duplication
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