700 Commits over 273 Days - 0.11cph!
[mazing] polish, nearly done
Added a PlayAnimation coroutine class.
Merge branch 'master' of arcade
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Added Animation.IsLooping (settable, defaults to true) and Animation.IsComplete properties, and an Animation.Completed event.
added sounds and other stuff
local player is put on an invisible layer so their avatar isn't visible in first person
added placeholder player model
added Min and Max to Mathf
Fixed analogue stick vertical axes being inverted.
Fixed the mysterious bug causing cabinets to be uncontrollable.
changing cabinet game changes name of cabinet gameobject
fixing build error with mazing
Sound playback works, might need some tweaking to eliminate clicks.
Entity.OnLoadGraphics is now called when an entity is added to a stage, and added Entity.OnReady which is called when all other initialization methods have been called.
Tweaked audio sources to have useful names and better locations.
Audio basics implemented, untested.
Implemented WAV file loading into a Sound object (no playback yet).
hacky fix for players joining while a cabinet is being remote controlled
packets are sent every frame instead of every 3 frames
Merge branch 'master' into networking
Conflicts:
.gitignore
Unity/ProjectSettings/InputManager.asset
Updated unity files omitted from previous commit.
Added a quick mock-up of one of Rob's silhouettes.
Can now press any input to start the test game from attract mode.
Fixed background color not being serialized.
Refactored demo recording to be cleaner and safer.
Added coroutines to stages (and abstracted them to be easily added to any IUpdatable).
Implemented demo playback.
Added record button bindings.
Implemented basic gameplay recording to base64 string.
base.OnUpdate() now no longer needs to be called in Entity extending classes for coroutines to work.
added the other enemy type
almost done porting Mazing
fixed error when a cabinets game is set to None
fixed prefabs that got broken during merge
Merge branch 'master' into networking
Conflicts:
GameAPI/GameCabinet.cs
Unity/Assets/Plugins/Editor/GameAPI.Editor.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.dll
Unity/Assets/Prefabs/Cabinet.prefab
screens are networked and displayed on the correct cabinet now, had to give cabinets their own ids because all ids in bolt are not shared across client and server
Removed junk function from cabinet screen shader.
Fixed screen brightness not changing when controlling a cabinet.
Cabinet screen anti-aliasing fix.
Fixed some implicit truncations and a nonsense error during GLSL translation.
screens are now replicated properly to all connections (only one screen at a time for now)
changed GameAPI to light up the screen when IsControlled and IsRemoteControlled
Merge branch 'master' of arcade into js-scripting
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Resources/GameAPI.dll
Resources/GamePackager.exe
Unity/Assets/Plugins/Editor/GameAPI.Editor.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.dll
Unity/Assets/Resources/Games/Test.bytes
All most recent DLL builds.
Implemented perspective independent anti aliasing on cabinet screens.
Fixed up coroutines and added a test.
Massive refactor, start of coroutines.
Cabinet screen data is replicated to everyone on the server and gets rendered on the their cabinet screen.
Added crosshair
Added Stage<TGame> class extending Stage for convenience.
Rewritten Stage.Add and Stage.Remove so that additions / removals are queued until it is safe to apply them.