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No commits in common. "v1.0.1" and "release_1" have entirely different histories.

371 changed files with 9188 additions and 25370 deletions

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@ -2,7 +2,7 @@ name: Build Heaven Studio
on: on:
push: push:
branches: [ "master", "release_1_patches" ] branches: [ "master", "release_1", "actions_rework" ]
workflow_dispatch: {} workflow_dispatch: {}
jobs: jobs:

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@ -1,10 +1,12 @@
using System.IO; using System.IO;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor; using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine; using UnityEngine;
using SatorImaging.UnitySourceGenerator.Editor;
using HeavenStudio;
public class CreateAssetBundles public class CreateAssetBundles
{ {
[MenuItem("Assets/Build AssetBundles/Current Platform")] [MenuItem("Assets/Build AssetBundles/Current Platform")]
@ -15,8 +17,6 @@ public class CreateAssetBundles
{ {
Directory.CreateDirectory(assetBundleDirectory); Directory.CreateDirectory(assetBundleDirectory);
} }
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget); BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
} }
@ -28,8 +28,6 @@ public class CreateAssetBundles
{ {
Directory.CreateDirectory(assetBundleDirectory); Directory.CreateDirectory(assetBundleDirectory);
} }
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows); BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
} }
@ -41,8 +39,6 @@ public class CreateAssetBundles
{ {
Directory.CreateDirectory(assetBundleDirectory); Directory.CreateDirectory(assetBundleDirectory);
} }
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64); BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
} }
@ -54,8 +50,6 @@ public class CreateAssetBundles
{ {
Directory.CreateDirectory(assetBundleDirectory); Directory.CreateDirectory(assetBundleDirectory);
} }
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(Minigames));
BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX); BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
} }
} }

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@ -1,14 +0,0 @@
using UnityEngine;
using UnityEditor;
using SatorImaging.UnitySourceGenerator.Editor;
public class CreateMinigameScriptTemplate
{
[MenuItem("Assets/Heaven Studio/Create Minigame Script From Template", priority = 0)]
public static void CreateMinigameScript()
{
ProjectWindowUtil.CreateScriptAssetFromTemplateFile("Assets/Editor/ScriptTemplates/MinigameScriptTemplate.txt", "NewMinigame.cs");
AssetDatabase.Refresh();
USGUtility.ForceGenerateByType(typeof(HeavenStudio.Minigames));
}
}

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@ -1,52 +0,0 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HeavenStudio.Util;
using HeavenStudio.InputSystem;
using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
/// Minigame loaders handle the setup of your minigame.
/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
/// `Platformcode` is a three-leter platform code with the minigame's origin
/// `Name` is a short internal name
/// `Loader` is the string "Loader"
/// Platform codes are as follows:
/// Agb: Gameboy Advance ("Advance Gameboy")
/// Ntr: Nintendo DS ("Nitro")
/// Rvl: Nintendo Wii ("Revolution")
/// Ctr: Nintendo 3DS ("Centrair")
/// Mob: Mobile
/// Pco: PC / Other
/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
/// For help, feel free to reach out to us on our discord, in the #development channel.
public static class _______________
{
public static Minigame AddGame(EventCaller eventCaller)
{
return new Minigame("*prefab name*", "*Display Name*", "ffffff", false, false, new List<GameAction>()
{
}
);
}
}
}
namespace HeavenStudio.Games
{
/// This class handles the minigame logic.
/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
public class #SCRIPTNAME# : Minigame
{
}
}

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@ -1,7 +0,0 @@
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@ -77,8 +77,7 @@ public class SpritesheetScaler : EditorWindow
for (int i = 0; i < ti1.spritesheet.Length; i++) for (int i = 0; i < ti1.spritesheet.Length; i++)
{ {
SpriteMetaData d = ti1.spritesheet[i]; SpriteMetaData d = ti1.spritesheet[i];
// pivot relative to the origin of the rect in pixels Vector2 oldPivot = Rect.NormalizedToPoint(d.rect, d.pivot) * multiplier;
Vector2 oldPivot = new Vector2(d.pivot.x * d.rect.width, d.pivot.y * d.rect.height);
d.rect = ScaleRect(d.rect, multiplier, inflateX, inflateY); d.rect = ScaleRect(d.rect, multiplier, inflateX, inflateY);
d.border.x += d.border.x > 0 ? inflateX : 0; d.border.x += d.border.x > 0 ? inflateX : 0;
@ -86,12 +85,10 @@ public class SpritesheetScaler : EditorWindow
d.border.z += d.border.z > 0 ? inflateX : 0; d.border.z += d.border.z > 0 ? inflateX : 0;
d.border.w += d.border.w > 0 ? inflateY : 0; d.border.w += d.border.w > 0 ? inflateY : 0;
if (d.alignment != (int)SpriteAlignment.Center && (inflateX > 0 || inflateY > 0)) if (inflateX > 0 || inflateY > 0)
{ {
d.alignment = (int)SpriteAlignment.Custom; d.alignment = (int)SpriteAlignment.Custom;
oldPivot += new Vector2(inflateX, inflateY); d.pivot = Rect.PointToNormalized(d.rect, oldPivot);
Vector2 newPivot = oldPivot * multiplier;
d.pivot = new Vector2(newPivot.x / d.rect.width, newPivot.y / d.rect.height);
} }
d.border *= multiplier; d.border *= multiplier;

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@ -0,0 +1,12 @@
using System;
namespace Discord
{
public partial class ActivityManager
{
public void RegisterCommand()
{
RegisterCommand(null);
}
}
}

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@ -1,5 +1,5 @@
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@ -0,0 +1,9 @@
using System;
namespace Discord
{
static class Constants
{
public const string DllName = "discord_game_sdk";
}
}

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@ -0,0 +1,53 @@
using System;
using System.Runtime.InteropServices;
#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
#endif
namespace Discord
{
public partial struct ImageHandle
{
static public ImageHandle User(Int64 id)
{
return User(id, 128);
}
static public ImageHandle User(Int64 id, UInt32 size)
{
return new ImageHandle
{
Type = ImageType.User,
Id = id,
Size = size,
};
}
}
public partial class ImageManager
{
public void Fetch(ImageHandle handle, FetchHandler callback)
{
Fetch(handle, false, callback);
}
public byte[] GetData(ImageHandle handle)
{
var dimensions = GetDimensions(handle);
var data = new byte[dimensions.Width * dimensions.Height * 4];
GetData(handle, data);
return data;
}
#if UNITY_EDITOR || UNITY_STANDALONE
public Texture2D GetTexture(ImageHandle handle)
{
var dimensions = GetDimensions(handle);
var texture = new Texture2D((int)dimensions.Width, (int)dimensions.Height, TextureFormat.RGBA32, false, true);
texture.LoadRawTextureData(GetData(handle));
texture.Apply();
return texture;
}
#endif
}
}

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@ -1,5 +1,5 @@
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@ -0,0 +1,26 @@
using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class LobbyManager
{
public IEnumerable<User> GetMemberUsers(Int64 lobbyID)
{
var memberCount = MemberCount(lobbyID);
var members = new List<User>();
for (var i = 0; i < memberCount; i++)
{
members.Add(GetMemberUser(lobbyID, GetMemberUserId(lobbyID, i)));
}
return members;
}
public void SendLobbyMessage(Int64 lobbyID, string data, SendLobbyMessageHandler handler)
{
SendLobbyMessage(lobbyID, Encoding.UTF8.GetBytes(data), handler);
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class StorageManager
{
public IEnumerable<FileStat> Files()
{
var fileCount = Count();
var files = new List<FileStat>();
for (var i = 0; i < fileCount; i++)
{
files.Add(StatAt(i));
}
return files;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,32 @@
using System;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System.Text;
namespace Discord
{
public partial class StoreManager
{
public IEnumerable<Entitlement> GetEntitlements()
{
var count = CountEntitlements();
var entitlements = new List<Entitlement>();
for (var i = 0; i < count; i++)
{
entitlements.Add(GetEntitlementAt(i));
}
return entitlements;
}
public IEnumerable<Sku> GetSkus()
{
var count = CountSkus();
var skus = new List<Sku>();
for (var i = 0; i < count; i++)
{
skus.Add(GetSkuAt(i));
}
return skus;
}
}
}

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@ -7,6 +7,7 @@
-<indent=5%>Mytiaoga</indent> -<indent=5%>Mytiaoga</indent>
-<indent=5%>Carson</indent> -<indent=5%>Carson</indent>
-<indent=5%>saladplainzone</indent> -<indent=5%>saladplainzone</indent>
-<indent=5%>Pengu123</indent>
-<indent=5%>Krıspy Kreme</indent> -<indent=5%>Krıspy Kreme</indent>
-<indent=5%>DPS2004</indent> -<indent=5%>DPS2004</indent>
-<indent=5%>Jellirby</indent> -<indent=5%>Jellirby</indent>
@ -17,7 +18,7 @@
-<indent=5%>Maddy / saladplainzone</indent> -<indent=5%>Maddy / saladplainzone</indent>
-<indent=5%>NoahAmp</indent> -<indent=5%>NoahAmp</indent>
-<indent=5%>Bhaos</indent> -<indent=5%>Bhaos</indent>
-<indent=5%>RaffyTaffy14</indent> -<indent=5%>Raffy</indent>
-<indent=5%>Thinedave</indent> -<indent=5%>Thinedave</indent>
<align="center"><b>Artwork</b></align> <align="center"><b>Artwork</b></align>
@ -53,7 +54,7 @@
-<indent=5%>Butternnife</indent> -<indent=5%>Butternnife</indent>
-<indent=5%>Minesweeper95</indent> -<indent=5%>Minesweeper95</indent>
-<indent=5%>mizuno</indent> -<indent=5%>mizuno</indent>
-<indent=5%>Malleable Frog</indent> -<indent=5%>Flowercardiganwillow</indent>
-<indent=5%>vincells</indent> -<indent=5%>vincells</indent>
<align="center"><b>Music</b></align> <align="center"><b>Music</b></align>

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