411 Commits over 61 Days - 0.28cph!
Attempting to get script hotloading working, but the file system watcher seems to be ignoring everything.
Added conversion bindings between RectX and Vector2X structs.
Fixed redundant redefinition of _GLOSSYENV_BOX_PROJECTION in ScreenReflect.shader
Removed reflection probes as they are unused.
Main cabinet chassis now reflects screens.
Experimental realtime screen reflections for cabinet details.
Added a bit of bloom, raised cabinets so their feet are exposed.
Added uniformly curved screen overlay mesh.
Reflection probes, smoother screen model, image effects tweak.
Fixed SingleGameTest's screen.
Added "pan" argument to audio playing methods to simulate locational sounds.
Audio source creation location is now modifiable in-editor.
Fixed cabinet audio sources being 2D after the switch to Unity 5.
Cleaned up shaders a bit.
Re-implemented cabinet screen anti-aliasing.
Corrected game aspect ratios, CRT shader is now additive.
Fixed cursor controls being misaligned.
Helper quads are no longer rendered.
Added controls to the LegacyCabinet prefab.
Included SingleGameTest changes omitted from previous commit.
Added @peturfp's cabinet model, basics of the game display is working but aspect ratio will need to be corrected.
The JS bindings for Stage.Add should now accept both sprites and entities. Otherwise if a basic object is used it is converted to be an entity.
JavaScript source code for scripted games is now compressed when packaged.
Entities will now automatically generate bounds when sprites are added / removed unless LocalBounds has been set manually.
Merge branch 'master' of arcade
Merge branch 'master' of arcade
Finished implementing constructor bindings generation.
Merge branch 'master' of arcade
Started work on constructor bindings generation, partially complete.
Static member binding definition files are now named X.Static.cs
The premake script will now store the Unity 5 install location in unitypath.txt, and will automatically detect if gmcs.exe needs copying.
Fixed the LegacyCabinet prefab.
Updated Unity scripts, commented out chatbox related stuff temporarily.
Reverted to old Unity5 specific bolt binaries.
Fixed a warning in UnityAudioProvider.cs
Merge branch 'master' of arcade into Unity5
Included Diogo's fixed BudgetBoySprite.shader that splits a matrix varying into component vectors.
Fixed premake5.lua looking for Unity binaries in the wrong location.
Fixed premake5.lua to include Unity binary location resolution.
Merge branch 'master' of arcade into Unity5
Conflicts:
Unity/Assets/Prefabs/LegacyCabinet.prefab
Unity/Assets/Scenes/GameTest.unity
Unity/Assets/Scenes/Test.unity
Unity/Assets/Scripts/ClickToPlayTest.cs
Unity/Assets/Scripts/Events/PlayerJoinRequest.asset
Unity/Assets/Scripts/GameManager.cs
Unity/Assets/Scripts/Networking/SharedCallbacks.cs
Unity/Assets/bolt/assemblies/bolt.dll
Unity/Assets/bolt/assemblies/bolt.dll.mdb
Unity/Assets/bolt/assemblies/editor/bolt.editor.dll
Unity/Assets/bolt/assemblies/editor/bolt.editor.dll.mdb
Unity/Assets/bolt/assemblies/udpkit/udpkit.dll
Unity/Assets/bolt/assemblies/udpkit/udpkit.dll.mdb
Unity/Assets/bolt/scenes/BoltDebugScene.unity
premake5.lua
Revamped the cabinet test scene.
Clamped cursor positions.
Merge branch 'master' of arcade
Added Controls.CursorPosition for convenience.
SmashBlox paddle now has a limited movement speed.
Added left and right click as alternate binds for A and B respectively.
Finished cursor controls, SmashBlox now uses the cursor position to move the paddle.
Refactored Controls, started work on a cursor axis.