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- Version 0.7.8f4
- Spawn Cra'Than boss 3 whirlpool in the middle of arena
- Fix save updating to new version
- Support child colliders in Object Eraser
- Version 0.7.8f3
- Reduce crazy amounts of nutrition in Advena areas
- Serialize Zooid rigidbodies so they're always available
- Deactivate Zooid Reposition UI Stack if we are coming back to it dragging nothing
- Add optional debugging to UIModuleStack
- Remove duplicate event system from Aquarium menu
- Serialize Canvas reference in Growth Manager so it can have Growth Point UI recreated early
- Fix Spike throwing skill errors when becoming dead
- Bump year label
- Version 0.7.8f2
- Update obsolete Bone Ball Obstacle references in scenes
- Refactor achievements to support nonlinear levels
- Add environment type analytics
- Stop spike damage once it has exceeded pierce count and is still not retracted to simulate previous behavior
- Spike weapon improvement - track damage time per damaged collider rather than per-spike
- Debug improvements: add optional logging, allow turning off AI in debug enemy spawn menu, instantly spawn them
- Spikes pierce all colliders when retracting. Tweak spike forces
- Fix author of Crabs
- Version 0.7.8f1
- Move Siphonophore.GetDebugText out of Editor ifdef to make it build
- Enemies now remember who damaged them and treat them more cautiously
- Fix Zooids instantly exploding on death in previous commit
- Refactor Zooid health change events
- Add Siphonophore debug info to Development UI
- Destroy blocking rocks and other environment features once Seanus Boss Fight 3 ends
- Destroyed Sinkable Environment Objects handle being sunk
- Tweak gamepad/camera code
- Tweak Twister Narrows area - wider gaps, less food spawns, nicer bone spawns
- Dirty Project Settings
- Support controller with Camera Follow
- Remove Input workarounds for controller inversion. Use built-in Input System UI Input Module
- Use more generic IsPointerOverUI calculation code
- Put tentacle sprite pivot at the tentacle base. Adjust all prefabs and placements of tentacles
- Fix dead zooids throwing errors on whirlpool sink
- Alphas should spawn without extra nutrition
- Reimport all prefabs to populate serialized data
- Cra'Than boss battle arena layout tweaked
- 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
- If ungrowing a Zooid would leave some Zooids detached, ungrow them too
- Fix glitch that allowed stacking zooids
- Remove silly Saenus layout from built-in
- Add powerups and Bone Balls to Aquarium UI
- Update object database
- Allow skipping objects from inclusion to the database
- Create new Bone Ball prefabs with new prefab workflow
- Decorate Cra'Than first Boss arena
- Ignore .vsconfig
- Upgrade Unity engine to 2020.3.0f1
- Version 0.7.7f2
- Make Advena Boss 2 rotate instead of constantly facing player
- Skip a frame when registering for Sipho Inventory so that anything that sets up inventory doesn't trigger Zooid unlock popup
- Rename Powerup Range to Range Powerup
- Currents should not affect Ignore Raycast layer - fixes leeches being affected
- Fix destructible object becoming almost invisible while damaged. Scale mass and hit damage with size
- Set local scale to Poolable objects before spawning them
- Do not lower clamp zooid decay to 0.01
- Re-enable save compression
- Version 0.7.7f1
- Reduce spike launch and chip forces to accomodate for lower mass
- Spread out enemy spawners a bit
- Change Eating powerup to become Range powerup - it also increases zooid range. Make powerup IDs consistent, add save upgrade path.
- Rock Editor Inspector supports setting depth for multiple rocks
- Improve Cra'Than Boss 1 fights
- Add proper save versioning and upgrade path
- Change base time to spawn to 8 of Cra'Than Hole and scale it by their size - larger holes spawn more often
- Scale Destructible Container drop amount and health by their size
- Tweak Gemini boss, add its down aggro effect
- Never scale zooid size below 0.01 - fixes rare cases of leech tips disappearing
- Fix leech tips staying visually attached to pooled objects
- Reduce camera change speed in growth mode
- Print Siphonophore spawn log entry in Start instead of Awake - allows Enemy spawners to set Siphonophore name for better debugging
- Improve Editor tooling for displaying selected layout values
- 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
- Tweak spike
- Tweak spike to be less wiggly
- Fix Cra'Than mover "hands" being below their elbows
- 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)
- Use absolute position values when moving child zooids through repositioning in growth mode
- Obliterate Zooid.transform references in Zooid Button UI - use Zooid.Position/Rotation instead
- Allow setting Zooid rotation through its property
- Add missing Peapod audio clip
- Fix skill bar being limited after certain width. Also stretch it down if it doesn't fit the screen
- Improve build sipho window
- Fix hole sprite bone references
- Version 0.7.6f1
- Enable random motors on tentacles to make them move
- Cra'Than boss battle 2
- Set up Cra'Than holes which spawn food
- Turn off batching on tentacle sprite skins to attempt fixing flying vertices
- Conver "bulp" audio file to ogg and trim silence
- Add minimum delay option to Audio Player
- Support looping audio on following effect
- Turn off always update on sprite skins of tentacles and holes
- Spawn bonus nutrition where the boss was
- Tweak tentacles
- Set Ragdoll layer to not collide with Default layer
- Set up Hole sprite bones
- Add new environment objects to environment object collection
- Polish tentacle physics
- Improve Cra'Than Twin boss fight
- Fix layout author search not being lowercased
- Add sorting and filtering to Layout browser
- Add joints to tentacle objects
- Generate sprite bones for tentacles
- Allow rocks to set different solids layer than Default
- Add Ragdoll layer
- Add random motor speed script for Tentacle use
- Add music beat detector script
- Add 2D skinning package
- Do not use Growth Point UI while Sipho structure is dirty - fixes rare cases of entering bad UI state when quickly doing growth things
- Add multiple boss support
- Add Rect extension to incorporate Rect expansion
- Tweak depth colors so that mid depth is not as desaturated and dark
- Set up Cra'Than obstacle colliders
- Add Cra'Than prefabs and gallery scene
- Add new Cra'Than environment sprites
- Fix camera having slower zoom change speed than intended
- Version 0.7.5f1
- Beautify Buginis boss 3 arena
- Workaround boss manager throwing error when boss level is loaded from editor
- Add plant Nest formation
- Add damaged effect to Sipho container
- Fully zoom out when using custom views - makes boss fight zoom consistent
- Buginis boss tweaks
- Make swamer movement fully boid based with goal support
- Sipho eggs spawn siphonophores using their own direction
- Tweak Buginis Boss 2 arena camera limits
- Revert accidentally enabling sipho container explosion again
- Add Camera Follow Overriders to boss arenas to limit vision only to relevant area and allow zooming out further
- Tweak swarmer behavior to include player as goal in Boid simulation
- Workaround Sipho size being very large after boss area load by skipping a frame
- More Rect tests
- Add Camera Follow Overrider to enable custom camera control for boss fights
- Remove explosive sweeping from Sipho container
- Version 0.7.4f2
- Fix off-by-one zooid boss fight reward errors which ended up locking the game
- Version 0.7.4f1
- Less error prone way of applying zoom to view margins
- Reduce duration for camera animation if there is no spawn animation
- Use boss battle zoomout for other bosses
- Allow overriding zoom level for camera follow. Use zoom overrides for boss battle initial camera animation
- Swarm AI and arena improvements
- Add Buginis Boss 3 Swarm Layouts
- Add automatic Editor-To-SerializedEnvironmentObject serializer for creating persistent arenas. Unused for now
- Do not save game while boss fight has not ended yet. Deterministically select zooid unlock drops
- Add XXHash implementation
- More appropriate way of saving Boss Battle state
- WIP Buginis swam boss - swap arena art to Buginis environment, boid movement improvements, spawn swam from destroted eggs
- Add Destructible Sipho Container which spawns Siphos upon destruction
- Add HUE shift property to environment shader
- Add test for finding duplicate Environment Object IDs
- Swarmer Boid AI is now Faction based - boids will follow anyone in their faction
- Add Intended Rotation property to Siphonophore
- Update Siphonophore physical radius each frame instead of on Structure change
- Version 0.7.3f3
- Use automatic Graphics API for MacOS
- Move LUTs to Textures directory out of PostProcessing
- Show Builtin layouts first if there are no manually saved layouts in Layout Browser
- Rename few particles options
- Re-grather shader variants
- WIP Buginis boss
- Add some particle graphics options
- Remove two unused texture lookups in whirlpool mist shader
- Choose another enemy spawner layout if enemy spawner fails to spawn in 100 tries
- Increase level end timeout to 30 minutes
- Version 0.7.3f2
- Correctly decrease poison duration by 30% for each stack
- Balance sum skill costs around 4-5 zooids rather than 2-3. Generally makes skills cheaper
- Heads by default have 0 melee damage, but can deal damage if buffed.
- Set poison duration to 3 for real this time
- Fix some environment objects remaining collidable after level ends forcefully
- Fix environment some objects not fading out correctly
- Version 0.7.3f1
- Add Fixed set class
- Muck and Poison clouds are now colliding with environment
- Remove Rock component from Environment Spike
- Fix Swarmer minion animations lagging behind. Movement Force stat no longer affects Swamer Minion speed
- Tweak Seanus boss 2 arena to make it unescapable
- 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
- Fix error when kill point receiver tries to unsubscribe from nonexisting Siphonophore
- Swarmer minions now crawl on top of obstacles
- Add timer based melee damage to all heads
- Kill point receivers (Soul Eater and Swarmer) kill dead Zooids on collision
- Pusher Penetration stat allows pushing more objects at full force by 30% per stat
- Improve whirlpool particles
- Zooid description shows Penetration stat as relevant if Ranged stat is non-zero
- Twister Penetration stat increases Swirl lifetime by 30%
- Poison debuff now has a duration of 3 (was 1) and scales duration down by 70% with each stack.
- Allow buffs and debuffs scale duration depending on stack count
- Enemy Spawner bases spawns on current wealth rather than Recent Wealth. Fixes Aquarium spawners not adapting quickly enough
- Add world position scale parameter to Scrolling Texture shader and use it for Muck clouds
- 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)
- Dash now costs 20 Energy + 5 per zooid
- Added tooltip translations
- Show skill cooldown difference in tooltips. Tell players how to rebind skills
- Move GameKey beatifying code to String Beautifier
- Round energy capacity bonus instead of flooring it down. The effect is most noticeable with Energy powerup
- Change how extra cooldown is displayed - show delta in tooltips
- Commit new ogg file
- Cooldown translations renamed
- Rebalance skill costs so they scale with the count of zooids with that skill
- Proportionally increase skill cooldown if it is more costly than max Sipho energy. Display skill cost energy breakdown in tooltips
- Gray out energy regeneration buff if it's irrelevant
- Fix growth points improperly registering themselves at manager
- Improve skill tooltip to show skill energy costs
- Reduce flak shoot audio latency
- Update Burst and Collections packages
- More speedy Growth Point generation
- Forcefully end level if player doesn't clear it in 5 minutes
- Change object layer to Ignore Raycast when sinking to avoid unnecessary raycast hits
- Stagger sinkable sinking
- Serialize Zooid connection angle masks
- Remove duplicate standalone input module
- Set Growth Point parent to be the same as zooid button parent
- Do not despawn growth points that are going to be used - improves growth performance
- Log executable build times in Editor
- Forgot to commit job file
- Fix incorrectly caching zooid button children
- Use growth manager to store growth points instead of searching globally
- Lazy initialization for Zooid Buttons when Sipho structure gets changed
- Use Burst to calculate growth point positions
- Use Burst compiled MatrixUtility outputs as out rather than ref so they can be inlined
- Also store zooid connection angles as bitmask
- Do not throw errors when no Area is loaded
- Remove unused trail renderers from movers
- 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
- Parametrize Dash multiplier
- More robust way of instantiating System Callbacks singleton
- Do not regenerate Drifter health when zooid is dead
- Update one of builting Saenus layouts to be more menacing
- Reserialize sprite atlases
- Better utilities for Layout editing and refactor of layout selection logic for Campaign levels
- Only apply buff if base stats are relevant rather than current
- Update project to Unity 2019.4.17f1
- Tweak Spike and Santa hat to behave more controllably
- Serialize zooid component references in prefabs. Serialize zooid radius instead of calculating it from collider
- Update two Cra'Than layouts
- Improve editor build game window
- Set Squirter skill energy base cost to 10 (was 25) and per-zooid cost to 5 (was 0)
- Set Spike skill energy base cost to 25 (was 50) and per-zooid cost to 10 (was 0)
- Set Flak skill energy base cost to 20 (was 55) and per-zooid cost to 15 (was 0)
- Version 0.7.2f3
- Return minimum value when input device is unknown instead of zero - might fix controls sometimes locking up
- Plant boss 1 - Patroller
- Disable default collider on Tree_1
- Optimize initial spawner spawn to not sync physics objects when it's not necessary
- Delay forceful whirlpools by 5 seconds
- Experiment with quick heal distribution
- Prevent Layout corruption at rare cases when zooid repositioning happens very fast
- Reserialize all Environment Objects to ensure correct data
- More strict serialization validation of Environment Object to catch out-of-sync serialized values
- Grid spawner improvements
- Buginis boss setup and WIP arena
- Make Queen area use new sprites
- Skip same depth values when changing them in editor
- Version 0.7.2f2
- Fade out objects that are deeper than deepest depth
- Do not continue spawning certain spawners in Underwater level
- Forceful whirlpool improvements - cull offscreen particle spawning, sink things earlier, cache sinkable objects
- Add base linear drag to decorations so they don't fly around levels when sinking
- Camera follow now calculates visible point with world space margins
- Rock depth utility for getting normalized absolute depth
- Change Decoration collision matrix to not collide with anything
- Do not spawn certain spawners after levels are clear
- Offset every second column for whirlpools
- Reuse Physics 2D collision callbacks: true
- Simplify some formations
- Do not correct rock rotations in Editor while in play mode
- Do not flip formations
- Optimize spawner radii
- Version 0.7.2f1
- Add experimental Bouncer script
- Always create new campaign state if it's not present after loading
- Do not flip current spawners in Plant 2 area
- Clearer environment object editor tool UI
- More plant objects renamed
- Tidy Plant Obstacles. Now all Plant objects are Obstacles
- Do not error out when there are no zooids in inventory
- Branch leaves fade with depth correctly
- More user friendly spawner depth settings
- Linear campaign level size scaling rather than exponential
- Plant 1 area using new sprites
- Add WIP sine wave spawn function
- Various noise textures and import setting tweaks
- Allow scaling spawner tiles to rectangular shapes
- Add a bunch of patterns for noise
- Correct collider references
- Tweaks to leaves
- Make branch leaves a nested prefab and set it up
- Add leaves to plant branches
- Tidy up skill names
- Version 0.7.1f5
- Always allow selecting all adapted zooids ever
- Revert "Decompose Zooid instantly if it gets overkilled"
- Show sonar in Freeroam
- Decompose Zooid instantly if it gets overkilled
- Fix some non-damaging debuffs having damage over time set to non-zero
- Better way of doing what last commit does
- Don't unlock pop zooids that have been disconnected from Sipho
- Fadeout environment objects render above player
- Fixed rare occasion of Head Selection throwing error when enabling UI before Head Selection was initialized
- Correctly fully fade-out decorations when close to them
- Update rotation in deformable when adding first zooid
- Hard limit Spike distance to 2x of normal distance
- Missing verlet meta
- Add experimental Verlet Constraint based soft body simulation
- Version 0.7.1f4
- Fix input not working when hovering objects in game
- Version 0.7.1f3
- Demo Day 35 Version 0.7.1
- Version 0.7.0a8
- Return default skill cooldown if there is no skill group (for example if zooid is dead)
- MegaDebug buff buffs all stats
- Fix Despawner breaking due to referencing deleted food prefab and not respawning anything when it's empty
- Tidy consumables
- Tweak Cooldown Reduction and Damage powerups
- Make Cra'Than Boss 3 spawner zooid regrowable
- When rebinding keyboard, ignore special controls as anyKey and imeSelected
- Add Cooldown and Damage powerups. Spawn them everywhere
- Add Health Regenerator script
- Remove accidentally added component
- Pusher tweaks to allow it being put on anything
- Serialize reference to Zooid in Zood component
- Support arbitrary connection angles for zooids
- Add Cooldown Reduction Powerup to destructible food containers
- Support cooldown scaling with most of the zooids
- Add cooldown reduction stat
- Make renderer cloner more silent
- Make Seanus boss 2 asymmetric
- Place Growth Point UIs in Zooid local position. Obstacles block new zooid growth
- Remove buffs before dead zooid is destroyed
- Version 0.7.0a7
- Graphics settings after build
- Preload Input Settings
- Track Burst compilation settings
- Allow Renderer Cloner be destroyed when scene is being unloaded
- Change linux build target to x64. Universal is not supported anymore by Unity
- Missed project settings file
- Upgrade project to Unity 2019.4.13f1 (518737b1de84)
- Grappling hook is now affected by Penetration stat
- Update zooid graphics when outline color changes
- Re-gather Environment Objects for spawning and automatically gather them on build
- Fix Side Popup double translating
- Play sounds when zooids are picked up, grown and placed
- Remove obsolete deformable synchronisations - we don't rely on world positions that much anymore
- Add debug message to catch level load exception
- Gather original zooid neighbor indexes after zooids have been detached
- Do not break Extra Zooid UI when adapted zooid list contains unknown zooid ID
- Version 0.7.0a6
- Fix keyboard selection for rotated Growth Points
- Cleanup Layout calculation maths
- Growth point fixes WIP
- Reduce buffer zooid sizes to 75%
- Better growth background tiling
- Use growth points for growing new Zooids
- Find correct neighbors when repositioning and use Layout data for new zooid growth
- Use Layout data to gather neighbors
- Support rotation bias when repositioning. Calculate growth points for further positions too
- Fix repositioned zooids getting wrong neighbor
- Add Plant leaf sprites
- Plant Prefabs
- New Plant sprites
- Rename old plant dir to old
- Fix repositioning when root zooid isnt at 0
- Iron out all repositioning bugs in Layout code
- Correctly transform repositioned zooids
- Make Siphonophore handle Zooid addition and removal
- Half-working logic for repositioning zooids
- Remove and add back Zooids when dragging and ending drag
- Start using growth points for repositioning zooids
- Start cleaning up Growth Point UI code
- Version 0.7.0a5
- Set Rock type to legacy obstacles
- Add neutral-colored pickup sprite
- Add placeholder powerups
- Auto-size tooltips according to their length. Add background
- Fix skill UI keybind text getting in the way of showing tooltip
- Fix Advena boss error spam
- Disable Aquarium UI when entering cinematic mode. Fixes Aquarium UI still being visible when exiting gameplay
- Fix reduced drop not working for Boss siphos
- Tweak min distances for other areas
- Scale minimum distance with level. Larger minimum distance for Advena 2 area
- Add Editor utility to preview level scaling
- Add better shaped growth point representation
- Increase min obstacle distance in Underwater 2 map
- Version 0.7.0a4
- Fade out when quitting game
- Clean MenuUI stack on destruction and handle empty stack
- Correct boss Layout author name
- Tweak Advena 1st boss Layout
- Enemies move towards other faction Siphos instead of attacking player at level end
- Advena Boss 1 nerfed and caged
- Grid spawners can now have fixed position
- Do not assume scale of Advena and Sea levels which were made for backwards compatibility
- MinMax Includes is now inclusive
- Sample direction of texture noise
- Advena level tweaks and Advena 2 level
- Have impact damaging callback as separate component from damageable obstacle
- Add texture based environment spawn patterns
- Use cell position rather than randomized position when deciding on scale and object prefab when spawning through Grid Spawner
- Editor Utilities for Rock depth debugging
- Underwater 2 tweaks
- Make MidLow rock color brighter
- Tweak Underwater levels
- Fix Grid Spawner's random int generator
- Allow non-quantized depth set to rocks
- Refactor campaign logic to be more robust
- Fix Sonar being visible at first frame after loading
- Version 0.7.0a3
- Better support for said thing
- Support version tag in build path
- Fix stat descriptions sometimes showing wrong stat effect icon
- Start in random area when starting game for now
- More shader variants
- Update preloaded shader variants - fixes things not fading out in built game
- Add fixed frame skipper utility which allows skipping time based events if they have not occured recently
- Tweak whirlpool looks
- Store Campaign level instead of calculating it
- Fix layout wealth scaling so that level 10 has valid value
- Add utility tool to tell how many layouts each level will have for each breed
- Teleport player as soon as possible in Boss arenas so that physics collisions don't register yet and send things flying
- Ignore downloaded steamworks files
- Forget all downloaded steamworks files. Add URL to download them
- Fix game breaking when renaming player profile file to already existing one
- Generate spawner ID at runtime instead of storing it to avoid duplication
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