1,415 Commits over 122 Days - 0.48cph!
Started work on cleaning up building on Unix.
Some additional coroutine utility classes and methods.
added newline support to text
Fixed StartLocallyControlling using null controller entity
removed more bolt user files
Merge branch 'master' of arcade
Conflicts:
Unity/Assets/Plugins/Editor/GameAPI.Editor.dll
Unity/Assets/Plugins/GameAPI.dll
forgot to load game state on the server cabinet before broadcasting it to everyone else
GameCabinet.IsLocallyControlled is now no longer publicly settable, and StartLocallyControlling(camera) / StopLocallyControlling() must be used.
Changed game control events to use 2 events for playing and leaving, changed them to global events so they can be reliable.
updated bolt to latest version to make use of connection request token.
fixed local voice chat loopback messing up when running server and client instances. voice recording is stopped and started when pressing push to talk instead of always recording and only broadcasting when wanting to talk.
fixed games appearing to have 2 current stages when loading a state passed from another player
Fixed EnterScoreStage state saving. Highscore initials were being saved when there was no highscore.
Started experimental game state passing when a player stops playing a game, everyone gets sent the current state of the game. SmashBlox has a strange bug that will cause the game to have 2 stages on top of each other when it loads the received game state?
Merge branch 'master' of arcade
Fixed voice chat not marking players as active.
[memory_dungeon] refactoring
Merge branch 'master' of github.com:Facepunch/arcade
[memory_dungeon] card types and matching
Changed server highscore saving to save a file per game using the serialized highscore data.
Possible fix for duplicate highscores being logged.
Added game state saving / loading to SmashBlox, untested.
Games now pause when control is lost, and reset after 10 seconds.
Started work on games pausing when control ends.
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
[memory_dungeon] hunger bar, new cursor
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
Implemented Graphics.FillRect
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
Implemented Graphics.RenderLinesFromStream
Some extra effects added to SmashBlox.
Added particles to SmashBlox to test Graphics.DrawPoints
Implemented Graphics.RenderPointsFromStream
Implemented Graphics.FillRect
Merge branch 'master' of arcade
Implemented Graphics.DrawLine(s)
Added server side saving of highscores to file. Game machines are sent the servers current highscore state on init. HighscoreSubmitted event now sets the highscore for all game machines of the same game type.
Implemented Graphics.DrawPoint(s)
Split BudgetBoy.Graphics into several files.
Started work on adding methods to render various primitives.
[memory_dungeon] color tweak
[memory_dungeon] not much, just card flipping
Merge branch 'master' of arcade