1,415 Commits over 122 Days - 0.48cph!
re-adding sublime-project to versioning, to make fresh clones easier to use
Images are now packed down to 2 bits per pixel.
Added Stage.GetLayer(renderable) and Stage.SetLayer(renderable, layer)
Initial work on tile maps.
Added input box for IP:port to connect to and player name to be sent to server once connected.
Added Tilemap.SetTile and Tilemap.ClearTile.
added temp main menu to connect to a server and to choose player name
added temp chatbox for in-game chatting
[mazing] stage fade transitions
[mazing] wall shadows, tweaked colors
[mazing] attract mode (with placeholder demo), text outlines
Chat event sends a player entity so receivers can print the name into the chatbox
Improved chatbox
Merge branch 'master' into networking
Conflicts:
Unity/Assets/Scripts/ClickToPlayTest.cs
Unity/ProjectSettings/InputManager.asset
[mazing] fixed demo and added a couple more levels. done i think
Implemented writing Tilemaps to stream, no reading and rendering yet.
Refactored BudgetBoy.Graphics.
Implemented Tilemap rendering from stream, untested.
Added average frame size logging.
Tilemaps are mostly working.
Fixed blank tiles being rendered incorrectly (by being rendered).
Added VS project file for Mazing and removed some default parameter values so the game can be packaged on Windows.
Fixed demo files being spammed when starting recording.
Fixed Mazing's demo (and added some extra ones).
Fixed compression for .demo files, still errors for images.
Merge branch 'master' of arcade into js-scripting
Conflicts:
GameAPI.BudgetBoy/Mathf.cs
Recoded multiplayer for latest version of Bolt. Making use of unique bolt ID's.
Using unity-chan box model as placeholder.
Added Player enter and leave events. Needs work so the server can send a player entity id instead of name.
Connections now send a JoinRequest event for the server to create their Player entity with their requested name.
Merge branch 'networking' of arcade
Added missing scripts, ignoring bolt_src instead of bolt because that also ignores everything under Assets/bolt
Fixed BoltInit script not getting attached
Reconstructed the non-networked test scene.
Merge branch 'master' of arcade
Fix for remote controlled cabinets not having brighter screens.
Added compression to packaged sounds.
Implemented approximate screen glow from Tilemap rendering calls.
Server no longer spawns cabinets, they get replicated fine if they're created in the scene. Different games don't sync yet though so the proxy will use the game on the prefab.
Merge branch 'master' of arcade
[mazing] tilemap for walls (though tilemaps need flipping support or i need to add some flipped images)
Attempt at fixing build script syntax errors on Mac OSX.
Added a property to GameCabinet to enable bandwidth logging.
Recorded some replacement demos for Mazing.
Added a GameCabinet.SoundPlayed event, and a GameBase.QueueSoundFromStream(stream) method.
Fixed an error when queuing sound events.
Tweaked the CRT shader so it can no longer display a perfect black.
Temporary fix for queued sounds only playing when a cabinet stops being remote controlled.
Cabinet audio events are now networked.