| Commit message (Collapse) | Author | Age | Files | Lines |
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This is used for sandboxing and instead of letting all Unity games
access the data of every other Unity game we now restrict it to its own
save directory only.
Signed-off-by: aszlig <aszlig@nix.build>
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New features:
* New powerup: Cluster Shot
* New powerup: Guardian
Updates:
* GAME: Blizzards vary in intensity, with max intensity slighty reduced
* MAPS: Adjusted Zone Control area on The Long Run
* GFX: Updated frozen player visuals
* GFX: More efficient pooling & performance for sprite trails (dash,
jump, etc)
* SELENE: Added a subtle jump trail
* UI: Updated some sprites to reduce buzzing on contrast-sensitive
monitors
* UI: Updated discord URL to the verified official address:
discord.gg/invisigun
* UI: Minor update to Epi's character image
Fixes:
* GAME: Fixed being able to act on an already-existing shot after
picking up Split Shot
* GAME: Fixed resistance & diagonal shot interactions
* GAME: More reliable slow-motion timing for end-of-round moments
* AI: Fixed several path-finding errors for bots
* AI: Fixed bots staying in place momentarily while soft-stunned
* SELENE: Fixed buffered shots still firing when landing on another
player
* RONIN: Slashing a player shouldn't remove their shield
* MAPS: Fixed asymmetrical issue on Snowergrown
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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New features:
* NET: Join & invite your Steam friends through the in-game lobby menu
or Steam friends list
* GAME: Experimental fallback for unsupported controllers & generic USB
gamepads
* GAME: Added an achievement for completing the training
* UI: Your Steam nickname will show at the top left of the title screen
* UI: New lobby chat message: "I'm going to spectate this match."
* PREFS: Set your own data export path in the "config.json" file in the
game directory
Updates:
* GAME: The shield is only lost when dealt actual damage (not via
stuns, Yeti breath, etc)
* GAME: Lower chance of character repetition when choosing random
heroes
* GAME: More obvious shocked/soft-stun effect and audio
* GAME: Bubble Suit removed
* NET: Online play requires the latest version if there's an update
available
* AETHER: Aether is immobile for 0.3s after a ground pound
* AETHER: Aether's spam cooldown increased from 0.5s to 0.7s
* AETHER: Aether's pound has a circular radius of 2 units from his
center
* AETHER: Pound hard stuns for 1.25s
* AETHER: Pound pushback force is uniform
* CARMEN: Destroyed block rubble remains for 3s instead of 0.5s
* PROTEUS: Tagged players are slowed more (multiplier changed from
0.65x to 0.45x)
* PROTEUS: The Scanner Drone can't be self-destroyed while
pulse-revealing players
* IRIS: Spam allowed reduced from 3 to 2
* EPI: Epi has an ability cooldown of 2s if the ghost is killed (no
self-imposed cooldown)
* UI: "Join Public Match" is now "Quick Match" with an icon update
* UI: Searching for a public match in "Any" region is faster
* UI: More fun title screen news
Fixes
* GAME: Fixed projectiles having no velocity if split while being
reflected
* GAME: Fixed controller lockup in lobby when switching from previously
chosen player slots
* GAME: Fixed perma-visibility after teleporting while revealed
* GAME: Fixed disappearing revealer if it's pursuing a teleporting
player
* GAME: Fixed possibility that a Beast Tamer pit beast could spawn
outside the map
* AETHER: Aether no longer gets stunned if walking into a player that
he pounded
* EPI: Fixed real Epi teleporting to ghost Epi if inputs are triggered
twice in a frame
* UI: Fixed some lobby UI initialization before an online match is
created
* UI: Fixed edge cases that could cause a client to be stuck "waiting
for host" in the lobby
* UI: Fixed pause menu "Return to Lobby" button for Challenge Mode
* UI: Fixed color & bloom values in field guide
Full upstream change log:
http://www.sombr.com/pub/SIG/tools/ReleaseNotes.php
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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A lot of games come as a Zip archive, so let's add it to
nativeBuildInputs by default so we no longer need to deal with that for
every single game.
This also removes that line from Invisigun Heroes, so the package now is
pretty much minimal and very clean :-)
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Now we no longer need to invoke patchelf by ourselves and all of the
dependencies are patched automatically.
I've added gtk2-x11, gdk_pixbuf and glib to buildUnity as well, because
after inspecting other Unity games they seem to require the same
libraries as well.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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There are a lot of Unity games out there, so it's a good idea to have a
generic builder just for Unity, which we then can apply to a lot more
games.
Right now this is a pretty basic abstraction which I've only tested with
Invisigun Heroes.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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The full upstream changes are a bit long to list here between 1.5.1 and
1.5.30, so here are the release notes from the official site:
http://www.sombr.com/pub/SIG/tools/ReleaseNotes.php
We're now using a version attribute for the fetchItch function, so that
future updates won't break the package expression.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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So far we had a similar "experience" with itch.io as we had with
humblebundle having upstream URLs being updated in-place and thus
whenever we're trying to get an earlier revision than the latest one,
our fetcher would fail.
However, itch.io has build IDs which even contain version string that we
can actually use in our packages as-is and they directly map to a build
ID.
This commit implements just that, so that whenever a version attribute
is passed to fetchItch, an explicit version is selected. If such a
version couldn't be found, a list of the most recent versions is
displayed, which should also make it easier for updating packages.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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This introduces support for fetching games from itch.io, because the
Humble Bundle version unfortunately only provides a Steam key and we
obviously don't want that.
I only played two levels, but so far it works as intended.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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