3,393 Commits over 273 Days - 0.52cph!
Renamed Unity/Game/ to Unity/Arcade/
Reorganised the GameAPI.Unity, adding a GameAPI.Unity.DevKit and GameAPI.Unity.Arcade
Temporary fix for light leaking out of the back of cabinets.
Fixed a possible NullReferenceException.
Screen glare lights now change intensity appropriately when the screen's brightness changes.
[block_party] added dust particles for block impacts
[block_party] added a bit of screenshake
[block_party] improved player run cycle
[block_party] pressing sides of blocks now works much more reliably
[block_party] blood particles when player squished
Reflection shader now interprets the B component of a normal map as an occlusion map.
Minor fix for the screen reflection shader.
CRT and screen reflection shader refactor.
Some tweaks to the GameTest scene.
Fixed screen glare not being updated when live rendering.
Corrected live rendered text being incorrectly positioned.
Now using Update rather than FixedUpdate again, seems to be a lot smoother.
Refactored demo frame rendering to allow rendering without element serialization.
Refactored line rendering to allow rendering without element serialization.
Refactored rect rendering to allow rendering without element serialization.
Refactored point rendering to allow rendering without element serialization.
Refactored text rendering to allow rendering without element serialization.
Refactored tilemap rendering to allow rendering without element serialization.
Refactored sprite rendering to allow rendering without element serialization.
Started graphics refactor to allow games to render straight to their virtual display without serializing the elements drawn first.
[block_party] player creates dust particles when moving around
[block_party] created Particle class
[block_party] changed when smile block goes invisible in each phase
Merge branch 'master' of github.com:Facepunch/arcade
Merge branch 'master' into ovr
Conflicts:
Unity/Game/Assets/Materials/CabinetChassis.mat
Unity/Game/Assets/Prefabs/LegacyCabinet.prefab
Unity/Game/Assets/Shaders/ScreenReflect.cginc
Unity/Game/Assets/Shaders/ScreenReflect.shader
Removed unnecessary `#pragma` from CabinetScreen.shader
Merge branch 'master' of github.com:Facepunch/arcade
Attempt to make sure games always run at the correct frame rate.
Some completely unnecessary optimization of the CRT & screen reflection shaders.
Merge branch 'master' of github.com:Facepunch/arcade
Tweaks to the reflection shader & game test scenes.
Fixed screen reflections being visible in the most physics-defying cases.
Rewrote the screen reflection shader to be a bit less insane.
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
Some performance related tweaks.
Streamlined the screen reflection shader so that it doesn't branch when testing if the screen can be reflected.
Added a `Scale` field to CabinetScreen that controls the size of the virtual CRT display after projection on its sphere.
[block_party] smile block can turn invisible
[block_party] reworked homing fireballs
[block_party] teardrops splash on other blocks and ground
[block_party] sad block drops tears
Merge branch 'master' into ovr
Conflicts:
GameAPI.Unity/ScreenReflector.cs
Unity/Game/Assets/Scripts/ClickToPlayTest.cs
Unity/Game/Assets/Scripts/Entities/Player/PlayerController.cs
Unity/Game/Assets/Shaders/ScreenReflect.cginc
Screen reflections are now anti-aliased.