Nick Winter
a6333cf739
Propagate SpriteParser's auto-insignificant-tween skipping fix to SpriteBuilder too
2016-02-26 11:42:32 -08:00
phoenixeliot
4b02f120e2
Add new About page and refactor out flat-style
2016-02-24 16:22:06 -08:00
Imperadeiro98
42f84de394
Merge master branch
2016-02-24 19:40:21 +00:00
Imperadeiro98
9c12f6c957
Revert changes to LevelLoader and SuperModel
2016-02-24 19:32:28 +00:00
Nick Winter
9a344d1a61
Sort a few name categories; remove a log.
2016-02-24 08:49:39 -08:00
Maikel Langezaal
8882ff8d46
Some additions to Ogre and Horse names
2016-02-24 12:56:02 +01:00
Nick Winter
99acf2d40e
Properly skip tweens for shadows we removed during sprite parsing
2016-02-22 13:11:46 -08:00
Nick Winter
956f9dc43d
Handle updated CreateJS exports in SpriteParser
2016-02-22 12:57:35 -08:00
Imperadeiro98
92dc72cce1
Remove name from loadModel
2016-02-18 16:44:40 +00:00
Nick Winter
b5bb662ed2
Add picoCTF problem descriptions to levels; streamline picoCTF flows more
2016-02-17 11:33:56 -08:00
Nick Winter
37fbd8ca21
Start to play picoCTF levels as course levels without hero selection
2016-02-17 09:53:45 -08:00
Nick Winter
da04f9f8a6
Add VR wall to walls list
2016-02-02 08:16:23 -08:00
Binary-idiot
0ab7f48611
Add names for #53
2016-01-26 19:46:04 -05:00
Nick Winter
4ae8eacd90
Treat Elemental Wars like Ace of Coders for mirror match and hero equipment
2016-01-26 13:20:23 -08:00
Nick Winter
aa18e71388
Remove a log
2016-01-26 13:20:04 -08:00
Nick Winter
a7e6c14688
Also recognize classroom and VR floors
2016-01-25 12:35:45 -08:00
Nick Winter
87ceb36a6f
Recognize classroom walls as wall obstacles visually
2016-01-25 12:29:22 -08:00
Cat Sync
efbd66a9b1
use thang.labelStyle to configure Labels
...
This allows level creators to configure the type of dialogue box used
when a thang says a message.
2016-01-20 11:48:09 -05:00
Nick Winter
0d958cef06
No longer under high load
2015-12-21 15:54:00 -08:00
Nick Winter
f8091443e9
Lower the number of rerenderings needed when spritesheets get full. Add a jitSpritesheets query variable option for comparing performance of prerendered spritesheets.
2015-12-18 13:26:47 -08:00
Nick Winter
129d3b793d
Add Mandate for modifying simulation throughput on the fly, other things later
2015-12-16 16:39:45 -08:00
Nick Winter
6a82def75a
Fix bug with slow-loading sessions never opening play button
2015-12-07 04:39:33 -08:00
Nick Winter
1187390fd0
Improve simulation game logic, and re-enable automatic simulations under certain conditions, better targeted toward the matches the player cares about
2015-12-06 09:20:37 -08:00
Nick Winter
f38eea3590
Merged. Turn off chained rankings for now since they are slow and don't work anyway
2015-12-06 04:36:41 -08:00
Scott Erickson
31b65ef247
IE9 hacks
...
* GET params in a url sent through router.navigate are lost on IE9, use document.location.href = url instead
* Temporarily put raster images in the DOM to give them dimensions so they are rendered in the spritesheet correctly
* Add {cache: false} to fetches for /hoc course instances and sessions
2015-12-04 15:50:07 -08:00
Scott Erickson
97c28e1c8a
Improve slow level loading on CampaignView
...
* Fix LevelSetupManager to call onLevelSync asynchronously if level is not loaded on init
* Show a progress bar in level-info-container while level is loading asynchronously
2015-12-04 10:26:09 -08:00
Nick Winter
e7809c6622
Saven even more slowly for anonymous players during high load
2015-12-01 11:51:55 -08:00
Nick Winter
69379fb54f
Show floating hero player names in course-ladder levels
2015-11-30 13:05:34 -08:00
Nick Winter
2588bfb08b
Reduce some writes during HoC to help scaling
2015-11-30 13:05:34 -08:00
Nick Winter
ee6be55a9d
Don't load sounds from level while muted
2015-11-29 12:32:04 -08:00
Nick Winter
95c703a7df
Simulate games in background while playing levels if we think there's extra compute power
2015-11-29 12:30:19 -08:00
Nick Winter
a6f980dab1
Support for pre-configuring hero on Assembly Speed
2015-11-27 12:12:58 -08:00
Nick Winter
9f0a843593
Enable auto-submission to ladder for Wakka Maul
2015-11-24 13:35:15 -08:00
Nick Winter
df8b52db27
Add ?codeLanguage= parameter for loading levels in different languages
2015-11-19 14:49:47 -08:00
Imperadeiro98
2d584c527d
Fix #2966
2015-11-19 16:33:54 +00:00
Nick Winter
9b990ba452
Mark mirror match multiplayer levels complete on success
2015-11-17 15:23:34 -08:00
Nick Winter
31a13d69b3
Add playback: playing: false default to scripts, with default editor task to adjust it
2015-11-15 08:03:14 -08:00
Nick Winter
910dd8e6b6
Use course access control for shared course hero levels
2015-11-12 11:00:54 -08:00
Nick Winter
fe05e66458
Give Campaigns types so that course campaigns can share hero levels
2015-11-12 10:25:25 -08:00
Nick Winter
f7f7cd683e
Allow using hero levels as course levels. Refactor current course tracking to use GET parameters.
2015-11-12 10:25:25 -08:00
Nick Winter
42b53dff20
Fix camera and spectate bugs with new loading intro behavior
2015-11-11 06:42:12 -08:00
Nick Winter
cfd6862222
Merge pull request #3129 from Driphter/master
...
Added non-mutating methods for Vectors in player code
2015-10-28 06:38:07 -07:00
Driphter
73e3afa5f8
Added non-mutating methods for player code
2015-10-21 18:30:10 -04:00
Matt Lott
3ed755076b
Enable while True auto yielding for all level types
2015-10-20 06:42:46 -07:00
Matt Lott
cc642e7254
Auto yield while True loops for course levels
2015-10-19 16:46:53 -07:00
Scott Erickson
1f00f5b4b9
Remove vestigial function argument
2015-10-14 15:00:57 -07:00
Scott Erickson
b77626b8ee
Minor fixes
...
Making sure LayerAdapter doesn't wait for ThangType to load the image more than once.
LayerAdapter skips rendering if there's a prerendered sprite sheet whose image is not loaded.
2015-10-14 14:48:43 -07:00
Scott Erickson
305cffb5ea
Finish hooking up prerendered spritesheets with LayerAdapter
2015-10-14 14:33:26 -07:00
Scott Erickson
39bddb889e
Have LayerAdapter use prerendered spritesheets (unfinished)
2015-10-13 16:43:56 -07:00
Scott Erickson
919e0605e9
Add spriteSheets to ThangType, export modal to Thang Editor
...
Units can be exported as rastered sprite sheets. This is the first part of the project,
the second part will be having the game use them.
2015-10-12 16:47:48 -07:00