3,393 Commits over 273 Days - 0.52cph!
Slight tweak to cabinet normal map.
Removed some files that shouldn't have been added to source control.
Ported Vector3DTest to C#.
CRT display / reflections now use the correct aspect ratios for each game.
Screen reflectors now update continuously.
Re-implemented screen reflections.
Added `Depth` and `Curvature` options to the CRT renderer.
Re-implemented smoothing.
Merge branch 'master' into crttest
Basic implementation of raytraced CRT screen curve.
[block_party] added graphics for a sad block
[block_party] spikey block adds spikes to arena walls in 2nd phase
[block_party] added deleted files
[block_party] arena walls can show spikes, all spikes blink in unison
Fixed a column or row of pixels being missing for rotated sprites with an odd width / height.
Fixed 90 and 270 degree sprite rotations being the wrong way round.
[block_party] temp sprite rotation test
Started work on rewriting the CRT shader to not need a curved mesh.
Fixed graph and console visibility state not being remembered.
Documentation updated during deployment build 919916de-004b-4683-b345-6131609686f8.
Documentation updated during deployment build 919916de-004b-4683-b345-6131609686f8.
Added ability to set RectF.Width / RectF.Height.
Documentation updated during deployment build b96779ec-fd7f-4c1f-9f5a-906e58f3c14a.
Documentation updated during deployment build b96779ec-fd7f-4c1f-9f5a-906e58f3c14a.
New demos to fix invalid texture coordinates in previous recordings.
Improved efficiency of rendering multiple Text primitives with the same character data.
[mazing] Fixed case where the game would attempt to load non-existent levels.
Changed how sprite UVs are serialized / deserialized to reduce bandwidth in cases where sprite atlases are larger than 256x256.
Tweaked sprite atlas generation so that sprites are aligned to 4x4 pixel blocks.
Recorded some new demos since the texture coordinates are invalid in the old ones.
Removed _another_ sneaky `Test` exception from Mazing.
Areas outside of the sprite atlas are now transparent.
Corruption persistence tweaks.
Some cleanup for the new sprite packing algorithm.
New sprite packing algorithm.
[block_party] re-did player sprite
[block_party] squid block laser no longer goes through blocks
Corruption tweaks to make UV fuckups more persistent.
Toolbar is now toggle-able, and is hidden by default in the web player.
Re-implemented clearing the console when right clicking the console toggle button.
Removed the need for the temporary "Staged" scene during builds.
Merged the Embedded and Standalone scenes into one, toolbar controls are now added programmatically.
Merge branch 'master' into ovr
Made sure the cabinets in GameTest are using valid games.
[block_party] spikey block adds spikes to blocks it touches in 2nd phase
[block_party] added graphics for 2 more blocks
[block_party] added laser attack to squid block
Fixed possible error when a message is logged to the console before it has awoken.
[mazing] removed test exception