1,415 Commits over 122 Days - 0.48cph!
[memory_dungeon] message box tweaks
Added bindings for resource loading, started work on a JS port of SmashBlox.
Added an OnReceiveBindingInstance() virtual method to Bindable, and made Bindable to ObjectInstance translation automatic.
Valid resource type names now have automatically created alias variables.
Fixed ObjectInstance.PopulateFunctions() ignoring inherited members.
Exposed some more members of types in the API.
Added overloaded operator bindings generation for structs.
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"
Merge branch 'master' of arcade into js-scripting
Replaced TestJS with SmashBloxJS
implemented a set for Animation.Frame
added Magnitude method to Vector2f
made Animation _progress a public property
added NumFrames getter to Animation
[ultimate_soldier] movement and some aiming
Fixed line drawing using degrees when radians are expected.
Replaced Vector2f.Magnitude() references with Vector2f.Length.
Ensured Animation.Frame will never be less than 0.
Exposed Vector2f binary operators.
Refactored Controls, started work on a cursor axis.
Finished cursor controls, SmashBlox now uses the cursor position to move the paddle.
Added left and right click as alternate binds for A and B respectively.
[ultimate_soldier] merged, cleaned up
SmashBlox paddle now has a limited movement speed.
Merge branch 'master' of github.com:Facepunch/arcade
Added Controls.CursorPosition for convenience.
Merge branch 'master' of arcade
[ultimate_soldier] mouse aiming
Clamped cursor positions.
Revamped the cabinet test scene.
changed camera zoom distance when focusing game
made a new scene for testing a single game in peace and quiet
ESC leaves cabinets now, instead of clicking outside screen
[ultimate_soldier] enemies that walk around
[ultimate_soldier] enemies can get shot in the head
[ultimate_soldier] dynamic gunshots, gunshots stopped on hit
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
Fixed premake5.lua to include Unity binary location resolution.
Fixed premake5.lua looking for Unity binaries in the wrong location.
Included Diogo's fixed BudgetBoySprite.shader that splits a matrix varying into component vectors.
Merge branch 'master' of arcade into Unity5
Fixed a warning in UnityAudioProvider.cs
Reverted to old Unity5 specific bolt binaries.
Updated Unity scripts, commented out chatbox related stuff temporarily.
Fixed the LegacyCabinet prefab.
The premake script will now store the Unity 5 install location in unitypath.txt, and will automatically detect if gmcs.exe needs copying.
[ultimate_soldier] moved gunshot handling from Player to GameStage
Static member binding definition files are now named X.Static.cs
[ultimate_soldier] gun class