1,415 Commits over 122 Days - 0.48cph!
Cabinet screen data is replicated to everyone on the server and gets rendered on the their cabinet screen.
Added crosshair
Massive refactor, start of coroutines.
Fixed up coroutines and added a test.
Implemented perspective independent anti aliasing on cabinet screens.
All most recent DLL builds.
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
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
Fixed some implicit truncations and a nonsense error during GLSL translation.
Cabinet screen anti-aliasing fix.
Fixed screen brightness not changing when controlling a cabinet.
Removed junk function from cabinet screen shader.
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
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
fixed prefabs that got broken during merge
fixed error when a cabinets game is set to None
almost done porting Mazing
added the other enemy type
base.OnUpdate() now no longer needs to be called in Entity extending classes for coroutines to work.
Implemented basic gameplay recording to base64 string.
Added record button bindings.
Implemented demo playback.
Added coroutines to stages (and abstracted them to be easily added to any IUpdatable).
Refactored demo recording to be cleaner and safer.
Fixed background color not being serialized.
Can now press any input to start the test game from attract mode.
Added a quick mock-up of one of Rob's silhouettes.
Updated unity files omitted from previous commit.
Merge branch 'master' into networking
Conflicts:
.gitignore
Unity/ProjectSettings/InputManager.asset
hacky fix for players joining while a cabinet is being remote controlled
packets are sent every frame instead of every 3 frames
Implemented WAV file loading into a Sound object (no playback yet).
Audio basics implemented, untested.
Tweaked audio sources to have useful names and better locations.
Entity.OnLoadGraphics is now called when an entity is added to a stage, and added Entity.OnReady which is called when all other initialization methods have been called.
Sound playback works, might need some tweaking to eliminate clicks.
fixing build error with mazing
changing cabinet game changes name of cabinet gameobject
Fixed the mysterious bug causing cabinets to be uncontrollable.
Fixed analogue stick vertical axes being inverted.
added Min and Max to Mathf
local player is put on an invisible layer so their avatar isn't visible in first person
added placeholder player model
added sounds and other stuff
Added Animation.IsLooping (settable, defaults to true) and Animation.IsComplete properties, and an Animation.Completed event.
Merge branch 'master' of arcade
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Added a PlayAnimation coroutine class.
[mazing] polish, nearly done
Added layers for sprites in entities, and Entity.RemoveSprite(sprite), Entity.SetSpriteLayer(sprite, layer) and Entity.GetSpriteLayer(sprite).
Merge branch 'master' of arcade