- Dec 08, 2017
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Greg Fodor authored
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juan-bobo authored
Update input mappings to use latest AFIM, with activators and behaviours
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Dominick D'Aniello authored
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Dominick D'Aniello authored
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Marshall Quander authored
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joni authored
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Robert Long authored
* Unoptimized water and skybox. * Move waternormals texture to new assets folder * Add cubemap skybox * Water and skybox improvements WIP * MobileWater shader (no reflections) * Made water and skybox editable in aframe-inspector * Remove cubemap component * Load water normal map from preloaded asset for cdn compatibility.
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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joni authored
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Robert Long authored
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- Dec 07, 2017
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Robert Long authored
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Robert Long authored
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Kevin Lee authored
moving spawn-controller component to player-rig
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Robert Long authored
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netpro2k authored
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netpro2k authored
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Kevin Lee authored
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Robert Long authored
* Make handlebars template plugin more flexible. Add crc hash to urls. Add origin trials. Add smoketest. * Add origin trial token documentation * Update readme to use crc hash. * Correct smoketest urls. * Move templatre generation into common and add env var to generate smoke tests. * Move vendor assets into separate bundle. Clean public directory on build. Extract and optimize css. Move back to Uglify. * Fix extract text plugin in dev. * Update CONFIG comment * Added webpack file loader and lobby background. * Copy assets directory into public folder on build. Fix file-loader config to point at copied folder. * Fix for webpack-dev-server when copying assets. * Fix setting environment variables on windows.
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- Dec 06, 2017
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Kevin Lee authored
update spawn positions
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Kevin Lee authored
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Kevin Lee authored
moving all the logic into a component, simplifying the math (taken from: networked-aframe spawn-in-circle.component.js)
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Kevin Lee authored
users will now randomly spawn around the table facing towards the center (may vary depending on headset configuration)
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