700 Commits over 273 Days - 0.11cph!
[ultimate_soldier] moved gunshot handling from Player to GameStage
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
[ultimate_soldier] dynamic gunshots, gunshots stopped on hit
[ultimate_soldier] enemies can get shot in the head
[ultimate_soldier] enemies that walk around
ESC leaves cabinets now, instead of clicking outside screen
made a new scene for testing a single game in peace and quiet
changed camera zoom distance when focusing game
Revamped the cabinet test scene.
Clamped cursor positions.
[ultimate_soldier] mouse aiming
Merge branch 'master' of arcade
Added Controls.CursorPosition for convenience.
Merge branch 'master' of github.com:Facepunch/arcade
SmashBlox paddle now has a limited movement speed.
[ultimate_soldier] merged, cleaned up
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.
[ultimate_soldier] movement and some aiming
added NumFrames getter to Animation
made Animation _progress a public property
added Magnitude method to Vector2f
implemented a set for Animation.Frame
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.
[memory_dungeon] message box tweaks
[memory_dungeon] cursor shows # of remaining moves in the turn
[memory_dungeon] player turn timing re-structured