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Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
Also includes some first bits of particle systems. Not actually used yet.console
8 changed files with 245 additions and 10 deletions
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23Assets/Scripts/Data/QModel.cs
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4Assets/Scripts/Game/GameState.cs
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15Assets/Scripts/Support/BrushModel.cs
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56Assets/Scripts/VisualStyle.cs
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8Assets/Styles/GLQuake/GLQuake.asset
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135Assets/Styles/GLQuake/Materials/GLQuake_Liquid.mat
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8Assets/Styles/GLQuake/Materials/GLQuake_Liquid.mat.meta
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6Assets/Styles/GLQuake/Materials/GLQuake_World.mat
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