-Changed how we handle forcing menu items to be active, which should fix a performance issue some users experienced -Changed lighting -Fixed hurtsounds of ship no longer working -Changed flamethrowers to behave like cone weapons -Prevented RpcYourShipIsGone being called on clients (though this was probably just originating from a closing-unity-error and thus not needed) -Lowered Ether-Mine lasting time to 20seconds -Lowered nuke-time to 3.5seconds
v1.0.015
-Fixed pirate chest not spinning -Switched to CreateInstance for EtherMine team over new() as this was throwing a warning which would silently flood clients -Skipping to v1.0.015 because it's 1 am and I like those numbers more
v1.0.012
-Fixed bug where steam host wouldn't work after starting single player -Increased brightness of mining tool -lowered scroll sensitivity in menus
v1.0.011
-Fixed the floaty vertex on the builders jacket -changed to linear space -Added AA to the lobbyscene -Added refl probe to lobbyscene -Changed starsystem script -scourges scale on spawn now -added snow to coldfront -changed lighting mapping -removed broken metal-shipshader -Changed shipmats -Changed lighting -Nerfed scourge dasher -Fixed bug in upgrademenu where you couldn't select the right upgrades -Increased governors sword-spawn-range -Bosses no longer repeat dialog on a retry -shifted rotation pivot of itemboxes -Fixed elite pill not spawning -Fixed FedFleet not spawning and pkfleet too often -Added respawning ammo to last boss -Added another one for you ore-hungry plebs -Gave pill more details -Changed ethermine speed + range -Slightly scaled asteroid explosion visuals to better match damage radius
v1.0.010
-fixed Afterburner name from old spectral dash -Updated drone-mod firing range which would cause them to be inactive at a certain range -Fixed screenshake for end-boss jabbers
v1.0.009
-Fixed host profilename not showing up
v1.0.008
-Nerfed ascension (it was too good) -changed scripexecution order to reduce/remove UI jitter (aim/pickup-hud/playershipcontrol) -Changed how the vortex works -> worst event just became the most fun event -Added nullchecks to gunbehaviour hitboxes -Extended unlock-code to check for achievements -Extended shipupgrades post-game for those that want to grind to overpoweredness -Fixed min/maxcharge sounds of enemies being audible -Rewrote enemy detecting range, allowing for longer snipes -Added Assassin faction -Added assassin weapons -Added more pirate weapons -Fixed a bug with the create new profile -> how long was this broken? Jesus christ -Rewrote shop code to check for achievements
whoops I broke it - patch
V1.0.007 -Added a default skybox to the boss and endless-scenes to avoid extremely-unlikely-but-technically-possible clearscreen bugs. -Added errorcheck for endlesslevels having no spawn plan -> now we could theoretically make levels without enemies and it wont crash -Gave the dingy sharper edges -Rewrote map unlock-code -increased soar speed -fixed pirate event causing non stop errors after not being activated, which caused framedrops -Fixed the ship disappearing from shop bug I introduced last update
v1.0.006
-Added the missing space in front of the upgrade-count on the lobbyscreen for fully upgraded ships -Slept more than six hours-for the first time in a week -slightly buffed The governor -Added themes -Fixed various UI bugs -Fixed "Back To Base" not working until you unpaused -Screenfade now uses unscaled time -Added a glorious bell-sound for when players ready up
1.0.005
-Made sure server sees damage done on other clients' ships by removing unnecessery is-server check on damageeventsyncher -Fixed create-profile-button as the image was off-center -Made sure spawned secondaries (explosions, etc) from projectils carry the authority state from the client that spawned it. (This way clients are responsible for handling the damage their explosions cause) -Implemented a coroutine to make sure clients send their players data once because the framework I built on is a lying piece of ... -I am losing my sanity. Send help. -Changed nuke speed and timer to force client and server's fake replications to stay closer in synch. -Added a Charged-Damage to the stats screen for charge weapons -Slightly buffed the Artemis' laser speed 100 -> 105 -Increased the drag of items to reduce the chance of sling shotting them away and increasing the chance of catching up to them