1,415 Commits over 122 Days - 0.48cph!
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.
Happy green success bar now shows after outputting a compiled package.
Fixed some mistakes in the test game.
Merge branch 'master' of arcade into js-scripting
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Added references to ClearScript.
Revert "changed which line in game build scripts is colored green"
This reverts commit 7ffe41b64385180998234d121b7a2293db1173db.
changed which line in game build scripts is colored green
added Pow and PI to Mathf
added a Reset method to Animation
added input state so single press input can be checked over network
changed player input command to network pitch and yaw view angles and a 32 bit int for button state
added fps camera instead of thirdperson
Merge branch 'master' of arcade into js-scripting
Added custom resource type example.
Merge branch 'master' into networking
clients can request to release control from the owner cabinet
added userprefs.meta to gitignore
Merge branch 'master' into networking
Conflicts:
Unity/Assets/Prefabs/Cabinet.prefab
Screens now automatically resize to match the aspect ratio of the game.
Merge branch 'master' into networking
Games can now specify their own resolutions and update rates.
a control cabinet entity event is raised when a client clicks on one of the proxy cabinets if it's not already being controlled. If the owner cabinet isn't being controlled then it will change IsControlled to true and replicate the bool to other players
Merge branch 'master' into networking
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
Fixed camera juddering in the test game.
Some more graphics stream compression.
Merge branch 'master' of arcade into networking
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
Reverted to old image asset loading.
Partial implementation of guessing non-grayscale swatches, probably going to revert.
Included latest release builds of the API.
Fix for camera translation not being networked.
Included fix for a possible issue when rendering from a stream, and a partial implementation of rendering from a stream.
Merge branch 'master' into networking
client spawns an entity when arcade screen is clicked, this is so I can see if I can get the serialized graphics data replicated to clients