Advertisement
Guest User

Sipho changes 0.7.1f2 - 0.7.6f1

a guest
Mar 5th, 2021
36
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.79 KB | None | 0 0
  1. Version 0.7.6f1
  2. Improve Cra'Than Twin boss fight
  3. Fix layout author search not being lowercased
  4. Add sorting and filtering to Layout browser
  5. Add joints to tentacle objects
  6. Generate sprite bones for tentacles
  7. Allow rocks to set different solids layer than Default
  8. Add Ragdoll layer
  9. Add random motor speed script for Tentacle use
  10. Add music beat detector script
  11. Add 2D skinning package
  12. Do not use Growth Point UI while Sipho structure is dirty - fixes rare cases of entering bad UI state when quickly doing growth things
  13. Add multiple boss support
  14. Add Rect extension to incorporate Rect expansion
  15. Tweak depth colors so that mid depth is not as desaturated and dark
  16. Set up Cra'Than obstacle colliders
  17. Add Cra'Than prefabs and gallery scene
  18. Add new Cra'Than environment sprites
  19. Fix camera having slower zoom change speed than intended
  20. Version 0.7.5f1
  21. Beautify Buginis boss 3 arena
  22. Add plant Nest formation
  23. Add damaged effect to Sipho container
  24. Fully zoom out when using custom views - makes boss fight zoom consistent
  25. Buginis boss tweaks
  26. Make swamer movement fully boid based with goal support
  27. Sipho eggs spawn siphonophores using their own direction
  28. Tweak Buginis Boss 2 arena camera limits
  29. Revert accidentally enabling sipho container explosion again
  30. Add Camera Follow Overriders to boss arenas to limit vision only to relevant area and allow zooming out further
  31. Tweak swarmer behavior to include player as goal in Boid simulation
  32. Workaround Sipho size being very large after boss area load by skipping a frame
  33. More Rect tests
  34. Add Camera Follow Overrider to enable custom camera control for boss fights
  35. Remove explosive sweeping from Sipho container
  36. Version 0.7.4f2
  37. Fix off-by-one zooid boss fight reward errors which ended up locking the game
  38. Version 0.7.4f1
  39. Less error prone way of applying zoom to view margins
  40. Reduce duration for camera animation if there is no spawn animation
  41. Use boss battle zoomout for other bosses
  42. Allow overriding zoom level for camera follow. Use zoom overrides for boss battle initial camera animation
  43. Swarm AI and arena improvements
  44. Add Buginis Boss 3 Swarm Layouts
  45. Do not save game while boss fight has not ended yet. Deterministically select zooid unlock drops
  46. Add XXHash implementation
  47. More appropriate way of saving Boss Battle state
  48. WIP Buginis swam boss - swap arena art to Buginis environment, boid movement improvements, spawn swam from destroted eggs
  49. Add Destructible Sipho Container which spawns Siphos upon destruction
  50. Add HUE shift property to environment shader
  51. Add test for finding duplicate Environment Object IDs
  52. Swarmer Boid AI is now Faction based - boids will follow anyone in their faction
  53. Add Intended Rotation property to Siphonophore
  54. Update Siphonophore physical radius each frame instead of on Structure change
  55. Version 0.7.3f3
  56. Use automatic Graphics API for MacOS
  57. Move LUTs to Textures directory out of PostProcessing
  58. Show Builtin layouts first if there are no manually saved layouts in Layout Browser
  59. Rename few particles options
  60. Re-grather shader variants
  61. WIP Buginis boss
  62. Add some particle graphics options
  63. Remove two unused texture lookups in whirlpool mist shader
  64. Choose another enemy spawner layout if enemy spawner fails to spawn in 100 tries
  65. Increase level end timeout to 30 minutes
  66. Version 0.7.3f2
  67. Correctly decrease poison duration by 30% for each stack
  68. Balance sum skill costs around 4-5 zooids rather than 2-3. Generally makes skills cheaper
  69. Heads by default have 0 melee damage, but can deal damage if buffed.
  70. Set poison duration to 3 for real this time
  71. Fix some environment objects remaining collidable after level ends forcefully
  72. Fix environment some objects not fading out correctly
  73. Version 0.7.3f1
  74. Add Fixed set class
  75. Muck and Poison clouds are now colliding with environment
  76. Remove Rock component from Environment Spike
  77. Fix Swarmer minion animations lagging behind. Movement Force stat no longer affects Swamer Minion speed
  78. Tweak Seanus boss 2 arena to make it unescapable
  79. 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
  80. Fix error when kill point receiver tries to unsubscribe from nonexisting Siphonophore
  81. Swarmer minions now crawl on top of obstacles
  82. Add timer based melee damage to all heads
  83. Kill point receivers (Soul Eater and Swarmer) kill dead Zooids on collision
  84. Pusher Penetration stat allows pushing more objects at full force by 30% per stat
  85. Improve whirlpool particles
  86. Zooid description shows Penetration stat as relevant if Ranged stat is non-zero
  87. Twister Penetration stat increases Swirl lifetime by 30%
  88. Poison debuff now has a duration of 3 (was 1) and scales duration down by 70% with each stack.
  89. Allow buffs and debuffs scale duration depending on stack count
  90. Enemy Spawner bases spawns on current wealth rather than Recent Wealth. Fixes Aquarium spawners not adapting quickly enough
  91. Add world position scale parameter to Scrolling Texture shader and use it for Muck clouds
  92. 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)
  93. Dash now costs 20 Energy + 5 per zooid
  94. Added tooltip translations
  95. Show skill cooldown difference in tooltips. Tell players how to rebind skills
  96. Move GameKey beatifying code to String Beautifier
  97. Round energy capacity bonus instead of flooring it down. The effect is most noticeable with Energy powerup
  98. Change how extra cooldown is displayed - show delta in tooltips
  99. Cooldown translations renamed
  100. Rebalance skill costs so they scale with the count of zooids with that skill
  101. Proportionally increase skill cooldown if it is more costly than max Sipho energy. Display skill cost energy breakdown in tooltips
  102. Gray out energy regeneration buff if it's irrelevant
  103. Fix growth points improperly registering themselves at manager
  104. Improve skill tooltip to show skill energy costs
  105. Reduce flak shoot audio latency
  106. Update Burst and Collections packages
  107. More speedy Growth Point generation
  108. Forcefully end level if player doesn't clear it in 5 minutes
  109. Change object layer to Ignore Raycast when sinking to avoid unnecessary raycast hits
  110. Stagger sinkable sinking
  111. Serialize Zooid connection angle masks
  112. Remove duplicate standalone input module
  113. Set Growth Point parent to be the same as zooid button parent
  114. Do not despawn growth points that are going to be used - improves growth performance
  115. Fix incorrectly caching zooid button children
  116. Use growth manager to store growth points instead of searching globally
  117. Lazy initialization for Zooid Buttons when Sipho structure gets changed
  118. Use Burst to calculate growth point positions
  119. Use Burst compiled MatrixUtility outputs as out rather than ref so they can be inlined
  120. Also store zooid connection angles as bitmask
  121. Do not throw errors when no Area is loaded
  122. Remove unused trail renderers from movers
  123. 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
  124. Parametrize Dash multiplier
  125. More robust way of instantiating System Callbacks singleton
  126. Do not regenerate Drifter health when zooid is dead
  127. Update one of builting Saenus layouts to be more menacing
  128. Reserialize sprite atlases
  129. Better utilities for Layout editing and refactor of layout selection logic for Campaign levels
  130. Only apply buff if base stats are relevant rather than current
  131. Update project to Unity 2019.4.17f1
  132. Tweak Spike and Santa hat to behave more controllably
  133. Serialize zooid component references in prefabs. Serialize zooid radius instead of calculating it from collider
  134. Update two Cra'Than layouts
  135. Set Squirter skill energy base cost to 10 (was 25) and per-zooid cost to 5 (was 0)
  136. Set Spike skill energy base cost to 25 (was 50) and per-zooid cost to 10 (was 0)
  137. Set Flak skill energy base cost to 20 (was 55) and per-zooid cost to 15 (was 0)
  138. Version 0.7.2f3
  139. Return minimum value when input device is unknown instead of zero - might fix controls sometimes locking up
  140. Plant boss 1 - Patroller
  141. Disable default collider on Tree_1
  142. Optimize initial spawner spawn to not sync physics objects when it's not necessary
  143. Delay forceful whirlpools by 5 seconds
  144. Experiment with quick heal distribution
  145. Prevent Layout corruption at rare cases when zooid repositioning happens very fast
  146. Reserialize all Environment Objects to ensure correct data
  147. More strict serialization validation of Environment Object to catch out-of-sync serialized values
  148. Grid spawner improvements
  149. Buginis boss setup and WIP arena
  150. Make Queen area use new sprites
  151. Version 0.7.2f2
  152. Fade out objects that are deeper than deepest depth
  153. Do not continue spawning certain spawners in Underwater level
  154. Forceful whirlpool improvements - cull offscreen particle spawning, sink things earlier, cache sinkable objects
  155. Add base linear drag to decorations so they don't fly around levels when sinking
  156. Camera follow now calculates visible point with world space margins
  157. Rock depth utility for getting normalized absolute depth
  158. Change Decoration collision matrix to not collide with anything
  159. Do not spawn certain spawners after levels are clear
  160. Offset every second column for whirlpools
  161. Reuse Physics 2D collision callbacks: true
  162. Simplify some formations
  163. Do not flip formations
  164. Optimize spawner radii
  165. Version 0.7.2f1
  166. Add experimental Bouncer script
  167. Always create new campaign state if it's not present after loading
  168. Do not flip current spawners in Plant 2 area
  169. More plant objects renamed
  170. Tidy Plant Obstacles. Now all Plant objects are Obstacles
  171. Do not error out when there are no zooids in inventory
  172. Branch leaves fade with depth correctly
  173. More user friendly spawner depth settings
  174. Linear campaign level size scaling rather than exponential
  175. Plant 1 area using new sprites
  176. Add WIP sine wave spawn function
  177. Various noise textures and import setting tweaks
  178. Allow scaling spawner tiles to rectangular shapes
  179. Add a bunch of patterns for noise
  180. Correct collider references
  181. Tweaks to leaves
  182. Make branch leaves a nested prefab and set it up
  183. Add leaves to plant branches
  184. Tidy up skill names
  185. Version 0.7.1f5
  186. Always allow selecting all adapted zooids ever
  187. Revert "Decompose Zooid instantly if it gets overkilled"
  188. Show sonar in Freeroam
  189. Decompose Zooid instantly if it gets overkilled
  190. Fix some non-damaging debuffs having damage over time set to non-zero
  191. Don't unlock pop zooids that have been disconnected from Sipho
  192. Fadeout environment objects render above player
  193. Fixed rare occasion of Head Selection throwing error when enabling UI before Head Selection was initialized
  194. Correctly fully fade-out decorations when close to them
  195. Update rotation in deformable when adding first zooid
  196. Hard limit Spike distance to 2x of normal distance
  197. Missing verlet meta
  198. Add experimental Verlet Constraint based soft body simulation
  199. Version 0.7.1f4
  200. Fix input not working when hovering objects in game
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement