1,415 Commits over 122 Days - 0.48cph!
Completed P2P voice chat, needs testing in multiplayer to make sure it works. Also added experimental shoutcast radio streaming.
Added a way to calculate voice speaker amplitude, can be used to animate the mouth of an avatar. Animated the speaker icon to display voice amplitude. Added push to talk for voice chat.
Server no longer spawns their own player, it had too many problems. It's now just a static camera.
Started work on game state serialization so that control may be passed between players.
Merge branch 'master' of arcade
Implemented GameBase.SaveState and GameBase.LoadState.
Games can now be packaged by building their project in visual studio, and games can specify a list of initial highscores.
Made Entity.AddSprite / Entity.RemoveSprite generic, added high score display to SmashBlox.
Some improvements to sprite atlas packing, and started work on score entry stage for SmashBlox.
Finished highscore entry for SmashBlox, and added a few helper properties to Axis controls.
Recorded a non-corrupted SmashBlox demo.
Added transitions to SmashBlox, and some convenience methods for coroutines.
Renamed default.unity to GameTest.unity
Added basic highscore networking between players currently on the server.
Added temp voice chat loopback toggle.
Added missing voice chat textures.
Merge branch 'master' of arcade
[memory_dungeon] not much, just card flipping
[memory_dungeon] color tweak
Started work on adding methods to render various primitives.
Split BudgetBoy.Graphics into several files.
Implemented Graphics.DrawPoint(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.DrawLine(s)
Merge branch 'master' of arcade
Implemented Graphics.FillRect
Implemented Graphics.RenderPointsFromStream
Added particles to SmashBlox to test Graphics.DrawPoints
Some extra effects added to SmashBlox.
Implemented Graphics.RenderLinesFromStream
Latest GameAPI.dll and fixed drawing lines of thickness > 1.
Implemented Graphics.FillRect
Fixed new primitive rendering methods not throwing an exception when used outside of OnRender()
[memory_dungeon] hunger bar, new cursor
Added a Coroutine class to encapsulate started coroutines, with Suspend() and Resume() methods.
Entity.OnUpdate() now automatically advances any animations used by sprites within the entity.
Started work on games pausing when control ends.
Games now pause when control is lost, and reset after 10 seconds.
Added game state saving / loading to SmashBlox, untested.
Possible fix for duplicate highscores being logged.
Changed server highscore saving to save a file per game using the serialized highscore data.
[memory_dungeon] card types and matching
Merge branch 'master' of github.com:Facepunch/arcade
[memory_dungeon] refactoring
Fixed voice chat not marking players as active.
Merge branch 'master' of arcade
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?