411 Commits over 61 Days - 0.28cph!
Exposed Vector2f binary operators.
Ensured Animation.Frame will never be less than 0.
Replaced Vector2f.Magnitude() references with Vector2f.Length.
Fixed line drawing using degrees when radians are expected.
Replaced TestJS with SmashBloxJS
Merge branch 'master' of arcade into js-scripting
Added the ability to reference other JS source files that must be evaluated prior to the current one using hints:
//! require "source1.js" "somedir/source2.js" "../etc.js"
Added overloaded operator bindings generation for structs.
Exposed some more members of types in the API.
Fixed ObjectInstance.PopulateFunctions() ignoring inherited members.
Valid resource type names now have automatically created alias variables.
Added an OnReceiveBindingInstance() virtual method to Bindable, and made Bindable to ObjectInstance translation automatic.
Added bindings for resource loading, started work on a JS port of SmashBlox.
Replaced Mathf.Max(int, int) with Math.Max.
Merge branch 'master' of arcade into js-scripting
Conflicts:
GameAPI/Mathf.cs
Reordered precedence when detecting the core language used by a game.
Nasty fix for TestJS not building when using make.
Fixed case where makefiles would grow exponentially.
Stopped using URIs for path comparisons in the bindings generator to hopefully fix an issue on Unix systems.
Started testing JS stage creation.
Exposed Stage and Entity to bindings generation.
Fixed void returning method generation and proxy array parameters.
Auto generated files are now not overwritten if no update is required.
Added struct conversion generation.
Added struct binding generation.
Fixed another bug with proxy method generation.
Fixed proxy method generation.
Fixed root game object not being set correctly.
Proxy class generation can now include inheritance.
Other proxy types are now used for members in generated proxy type definitions.
Implemented basic Bindable proxy instance class generation.
Reverted some code that was mistakenly staged.
About to implement Bindable proxy generation.
Refactored the JS game instantiation process.
Some refactoring and started work on a Bindable abstract class for instantiable types that are exposed to Jurassic.
Project files are no longer amended if no changes are necessary.
Added support for single-precision floats in bound members.
Bindings generation now amends project files to include the generated source files.
Bindings are now generated from methods in static classes marked with GenerateBindings.
Started work on static class binding generation.
[memory_dungeon] Removed a Debug.Log call.
[memory_dungeon] Fixed MoveItemCoroutine not acting in parallel.
Added automatic property renaming to conform to javascript nomenclature.
Added experimental Lua project to be ignored by premake.
Premake script now should use the correct search path for unity DLLs on mac.
If a file is given to the premake script as the location of Unity at first execution, that file's directory is now used.
Experimental lua support, not quite working.