scratch-vm/src
2019-04-19 16:48:09 -04:00
..
blocks Add a button to the CoreEx extension 2019-04-02 23:13:01 -07:00
dispatch Apply suggestions from code review 2019-03-25 16:32:51 -04:00
engine retire new threads if they have no block after the hat 2019-04-19 16:48:09 -04:00
extension-support Merge pull request #2061 from knandersen/boostextension 2019-04-03 19:05:37 -04:00
extensions Merge pull request #2119 from ericrosenbaum/bugfix/boost-color-sensing-fixes 2019-04-16 15:44:13 -04:00
import turn getCanvas into a class CanvasPool 2019-03-06 10:53:15 -05:00
io Merge pull request #1943 from ktbee/clock-timer-compat-fix 2019-03-29 13:01:28 -04:00
playground benchmark load now 2019-02-22 16:01:09 -05:00
serialization start loading sb3 assets before handling sb3 data 2019-03-12 17:16:13 -04:00
sprites Update src/sprites/sprite.js 2019-04-10 08:55:54 -04:00
util It seems like there's a tradeoff between how we choose to set the max power of the motors. Previously, I had set the motors' max power (torque) to follow their target speed, meaning they accelerated smoothly, but also lost their torque. Then in the following commit I changed the max power to 100 which means maximum torque to achieve the target speed, which resulted in very abrupt accelerations and erratic motor movement when changing speeds: 2019-04-08 17:56:54 -04:00
.eslintrc.js Use es6 lint rules 2017-04-17 15:09:57 -04:00
index.js Cleanup 2017-09-06 00:57:03 -06:00
virtual-machine.js Merge pull request #2041 from ktbee/use-empty-bitmap-size 2019-04-16 14:50:42 -04:00