437 Commits over 92 Days - 0.20cph!
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.
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.