1,415 Commits over 122 Days - 0.48cph!
Fixed EnterScoreStage state saving. Highscore initials were being saved when there was no highscore.
fixed games appearing to have 2 current stages when loading a state passed from another player
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.
updated bolt to latest version to make use of connection request token.
Changed game control events to use 2 events for playing and leaving, changed them to global events so they can be reliable.
GameCabinet.IsLocallyControlled is now no longer publicly settable, and StartLocallyControlling(camera) / StopLocallyControlling() must be used.
forgot to load game state on the server cabinet before broadcasting it to everyone else
Merge branch 'master' of arcade
Conflicts:
Unity/Assets/Plugins/Editor/GameAPI.Editor.dll
Unity/Assets/Plugins/GameAPI.dll
removed more bolt user files
Fixed StartLocallyControlling using null controller entity
added newline support to text
Some additional coroutine utility classes and methods.
Started work on cleaning up building on Unix.
Merge branch 'master' of arcade
Conflicts:
Resources/GameAPI.BudgetBoy.dll
Unity/Assets/Plugins/GameAPI.BudgetBoy.dll
Added some Random methods to Mathf.
Partial (aborted) removal of WaitForCoroutine method.
Fixed a stack overflow in Awaitable.Update()
Fixed a null reference exception in Awaitable.Coroutine.OnUpdate()
Refactored coroutine creation.
Added Parallel.Add(awaitable) and Sequential.Add(awaitable) methods.
Added alternative constructors for Sequential and Parallel that instruct them to wait for inner awaitables.
Changed Sequential and Parallel to have more control over how they terminate.
Fixed coroutine method calls not being usable for Parallel/Sequential Add methods.
Fixed Parallel / Sequential Add methods, allowed IEnumerator<Awaitable> methods to be used as coroutines.
Possible fix for coroutines added to Sequential / Parallel aborting early.
Added word wrapping to the BudgetBoy.Text class.
Removed compiled binaries.
Removed visual studio files.
Finished cleaning project.
Renamed GameAPI.lua to premake4.lua
Premake script now generates game project files.
Upgraded premake to recent development build, removed prepackaged game files.
Added Unity/Assets/Plugins/Editor to source control.
Fixed missing System.Core reference.
Possible fix for incorrect path separators on Macs.
Added commands to copy required libraries to Binaries for GamePackager.
Now forces the use of gmcs rather than mcs for Unix systems.
Added assembly meta files to see if that fixes an issue with new clones.
[mazing] removed space from script directory names
[memory_dungeon] coroutine/task stuff mostly
Fixed cabinet entities missing GameCabinet scripts.