Christopher
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1ba09f25e8
|
Converted (most) foreach to for statements. Avoids an allocation for the loop iterator.
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8 years ago |
Christopher
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3510fc7f9a
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Converted all foreach statement to act on simple variables.
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8 years ago |
Christopher
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44aade812b
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Changed float comparisons to use Mathf.Approximately
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8 years ago |
Christopher
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0effd7e7f3
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Added #region Public members to all non-editor classes
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8 years ago |
Christopher
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627e167f88
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Moved all scripts into a unified script folder (except Flowchart yet)
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8 years ago |
Christopher
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4d331c34c2
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Misc tidy up pass
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8 years ago |
Christopher
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f130385f6f
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Changed comment style on header block
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8 years ago |
Christopher
|
769f0ffabb
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Refactored sprite comments
|
8 years ago |
Christopher
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239bf8fefe
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Converted tabs to spaces in all .cs files
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8 years ago |
Christopher
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67adbab9a0
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Added open source license header to all source files
|
9 years ago |
Chris Gregan
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b09a34b7fc
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Null check in SpriteFader
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9 years ago |
chrisgregan
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5a18ddfb41
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Upgraded to Unity 5
Also updated Sherlock example game
|
10 years ago |
chrisgregan
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e39ac81579
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Added protected and virtual to all remaining classes
|
10 years ago |
chrisgregan
|
c20b6059e8
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Command scripts now stored in module folders
|
10 years ago |
chrisgregan
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e6b845a99f
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Fungus2 code reorg
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10 years ago |
chrisgregan
|
15d0236430
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Added FadeSprite command
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10 years ago |
chrisgregan
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2064c853be
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Fixed child sprites not fading in some cases
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11 years ago |
chrisgregan
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db7d44acda
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Added Doxygen documentation support.
Fully documented all methods on GameController.cs
Documented all classes and most public functions.
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11 years ago |
chrisgregan
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105f0400c8
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Replaced SpriteController with SpriteFader component.
The new way to fade a sprite is to attach a SpriteFader component to
the sprite at runtime (instead of doing in at design time in the
editor).
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11 years ago |