1,415 Commits over 122 Days - 0.48cph!
Updated Bolt to latest version. Fixes highscore syncing without editing source.
GameCabinet.EndLocalControl now uses a PausedEventArgs, which holds the last frame rendered and serialized game state if the game supports it.
GameCabinet.Pause now accepts a byte array containing the last frame to display, or null to display an empty frame.
Added ResourceLibrary project
Refactored game packaging / loading to resolve assemblies automatically.
Leaving game sends the last frame data. Recompiled Bolt to increase event byte array limit from 256 to 800. Added missing icons.
Fix for assemblies not being resolved within unity.
Fixed unreliability of paused games.
Updated premake5 script to allow the use of unsafe code in Jurassic.
Apparently Jurassic is fixed to work with Mono now.
Started adding state saving and loading to Mazing. AttractStage and MenuStage done.
Added all of the variables to Mazing Player state Save/Load
Fixed unreliable API assembly resolution.
Split solution into groups.
Merge branch 'master' of arcade into js-scripting
Moved GameAPI.BudgetBoy (because why the hell not)
Updated premake5 script to automatically detect platforms.
Fixed a mistake in premake5.lua that apparently didn't break anything somehow.
Temporary fix for resource file updates not triggering a rebuild with make.
Complete fix for gmake not recognizing changes to game resources.
Implemented State Save/Load for Mazing EnterScoreStage and HighscoreStage
Added StateLoad/StateSave to GridManager. Started to Load/Save GameStage for Mazing.
Fixed GridManager loading flipping incorrectly.
Spawning Enemies from Saved State
Merge branch 'master' of arcade
Renamed solution from GameAPI to Arcade.
Added BindingsGenerator project.
Started implementing project parsing for bindings generation, will probably try a different approach.
PreGen projects are now generated for each project flagged for binding generation.
Fixed project dependencies by correcting a bug with premake.
Locally pausing games when the player requests to stop playing before waiting for server confirmation, this is so the local pause screen matches the last frame sent to the server.
Started work on a new approach to bindings generation.
Upgraded project to U5, let's hope this works.
Property generation for interfaces implemented.
Automatically generated bindings are now functioning in Unity.
Removed Unity DLL files from source control.
Premake script now requests the location of unity assemblies when first executed.
Experimental lua support, not quite working.
[memory_dungeon] more refactoring
[memory_dungeon] card factory, card event callbacks
[memory_dungeon] moved some stuff out of GameStage into a Player class
If a file is given to the premake script as the location of Unity at first execution, that file's directory is now used.
Premake script now should use the correct search path for unity DLLs on mac.
Added experimental Lua project to be ignored by premake.