v2.0.0 - MAJOR UPGRADE
- Removed dependency on URP. No longer uses a render feature, which makes setup much easier.
- Added public set functions for a ton of fields on both BulletSettings and SpawnSettings
- Added bullet spawning to the bullet manager
- Added rotation to the bullet manager
- Added render camera to bullet manager
- Added manual fire checkbox to bullet manager
- Fixed minor display issue on bullet setting and spawn settings
v1.2.2
- Fixed AABB and OBB bullet colliders not bouncing bullets correctly if they aren't a perfect square
- Fixed bullets not bouncing correctly after the first bounce
- Aside from any major breaking issues, this will probably be the last update 鈽猴笍
v1.2.0
- Added an animated bullet shader, you can now use texture sheet animations. Check the demo for how to do this.
- Added bullet bouncing - enable bouncing on the bullet collider, along with bounciness and lifetime loss. See demo for details.
- Added BulletManager.NumActiveBullets so you can see how many bullets are currently active.
- Added another overload to BulletManager.Spawn that takes a transform rather than a position and forward vector. Use this if you want bursts to follow the object.
- Fixed issue with the circle collider shape not using the transform's scale
v1.1.0
- Got a permanent solution to the render feature issue, finally. It's a little more involved than just a button press, though!
- Added "Rotate with transform" to the bullet settings
v1.0.0
- Fixed an issue with the "preview" button, it should now preview the bullets properly!
- Fixed an issue with multiple managers not being able to render bullets correctly.
- Apparently fixed an issue with the package not importing sometimes?
- Removed costly Instantiate/Destroy methods in the demo scene - it was intended as a quick example, but as pointed out in the comments below it is really really bad to Instantiate/Destroy so many times! That's part of the reason this asset exists in the first place
v0.9.2
- Fixed issue with bullets not being rendered with a burst count of 1
- Added better handling of lines (numSides = 2)
v0.9.1
- Minor performance increase
- Fixed the demo scene, which I managed to break again (oops)
v0.9.0
LOTS OF BREAKING CHANGES.
Upgrade from 0.8.0 at your own peril!
- fixed an issue where bullet colliders were twice the size
- updated names for a couple of variables
- added the ability to move/scale/colour bullets over time based on a looping time scale instead of the bullet's lifetime
- allow random spawning to use the arc setting
- added squirrel3 random function to the randomisation - you can now use a seed
- changed the way events are called, so they aren't called through the scriptable object
- added bullet index to spawn and die events
- added default value to AABB collider size
- added quality of life logs for bullet managers, on exiting play mode
- added inherit position option
- fixed a quaternion normalisation error
- allow you to set the bullet fury render feature's render pass event in the inspector
- completely changed the way bullet colliders and managers interact. Much better now.
v0.8.0
- named the command buffer to make it easier to find when debugging
- added bullet tracking to rotation over time settings
- fixed issue #0: If "Use Color Over Time" isn't enabled in bullet settings then BulletContainer.Color will never be set.
- fixed issue #1: When bullets are working in the XY plane I would expect "Rotation Over Lifetime" to apply around the Z axis, not the Y axis.
v0.7.1
- Fixed a bug where disabling a bullet manager caused any bullet colliders that interacted with it throw lots of errors
- added offsets to the sphere bullet collider
- fixed extents for AABB colliders so they mimic Unity's box collider behaviour
v0.7.0
- Added axis aligned bounding boxes!
v0.6.1
- Fixed some major bugs with the editors
v0.6.0
- Added proper 2D mode. Defaults to 2D. You can change the plane between XY and XZ.
- Added some extra editor functionality for creating bullet settings and spawning settings
- Added a "WaitBullet" function to pause all bullets in a manager.
- Probably fixed some bugs too I guess
v0.5.0
- Moved BulletExplodeOnHit from BulletFury/Scripts to BulletFury/Demo/Scripts because it is only an example. If upgrading from v0.4 or earlier, delete the BulletFury folder before re-importing.
- Added the ability for Bullet Colliders to be hit by multiple systems, and added a nice little editor tool to make that easier. You need to explicitly add bullet systems to the collider.
- Updated the "arc" parameter so it actually works properly, with help from my mathematician wife 馃槀
- Updated the demo
- Updated a couple of property drawers