700 Commits over 273 Days - 0.11cph!
If a file is given to the premake script as the location of Unity at first execution, that file's directory is now used.
[memory_dungeon] moved some stuff out of GameStage into a Player class
[memory_dungeon] card factory, card event callbacks
[memory_dungeon] more refactoring
Experimental lua support, not quite working.
Premake script now requests the location of unity assemblies when first executed.
Removed Unity DLL files from source control.
Automatically generated bindings are now functioning in Unity.
Property generation for interfaces implemented.
Upgraded project to U5, let's hope this works.
Started work on a new approach to bindings generation.
Locally pausing games when the player requests to stop playing before waiting for server confirmation, this is so the local pause screen matches the last frame sent to the server.
Fixed project dependencies by correcting a bug with premake.
PreGen projects are now generated for each project flagged for binding generation.
Started implementing project parsing for bindings generation, will probably try a different approach.
Added BindingsGenerator project.
Renamed solution from GameAPI to Arcade.
Merge branch 'master' of arcade
Spawning Enemies from Saved State
Fixed GridManager loading flipping incorrectly.
Added StateLoad/StateSave to GridManager. Started to Load/Save GameStage for Mazing.
Implemented State Save/Load for Mazing EnterScoreStage and HighscoreStage
Complete fix for gmake not recognizing changes to game resources.
Temporary fix for resource file updates not triggering a rebuild with make.
Fixed a mistake in premake5.lua that apparently didn't break anything somehow.
Updated premake5 script to automatically detect platforms.
Moved GameAPI.BudgetBoy (because why the hell not)
Merge branch 'master' of arcade into js-scripting
Split solution into groups.
Fixed unreliable API assembly resolution.
Added all of the variables to Mazing Player state Save/Load
Started adding state saving and loading to Mazing. AttractStage and MenuStage done.
Apparently Jurassic is fixed to work with Mono now.
Updated premake5 script to allow the use of unsafe code in Jurassic.
Fixed unreliability of paused games.
Fix for assemblies not being resolved within unity.
Leaving game sends the last frame data. Recompiled Bolt to increase event byte array limit from 256 to 800. Added missing icons.
Refactored game packaging / loading to resolve assemblies automatically.
Added ResourceLibrary project
GameCabinet.Pause now accepts a byte array containing the last frame to display, or null to display an empty frame.
GameCabinet.EndLocalControl now uses a PausedEventArgs, which holds the last frame rendered and serialized game state if the game supports it.
Updated Bolt to latest version. Fixes highscore syncing without editing source.
Javascript games can now be packaged, basic communication with the Javascript engine is functional.
Updated premake5.lua to generate packaging scripts for JS games.