Nico de Poel
e97fe69e82
Copy PDB files to Plugins directory for Xbox release builds as well
4 years ago
Nico de Poel
b6ddd8252f
Updated FMOD static libraries for console builds to 2.02.06 as well
4 years ago
Nico de Poel
8f2e2d886f
Updated FMOD to version 2.02.06 for the native engine plugin project
4 years ago
Nico de Poel
b9333527c2
Fixed engine initialization of FMOD to work with the latest version
4 years ago
Nico de Poel
7d0795d1aa
Updated FMOD libraries to 2.02.03 (latest stable release branch)
4 years ago
Nico de Poel
bd39eb57cc
Added entity lighting support, by forwarding the shade vector and light color from the engine to Unity. The lighting calculations are replicated in the Quake shader.
This is currently per-pixel shading (as opposed to the more authentic gouraud shading) and it's only applied to alias models at the moment. Brush models will have to be figured out properly.
5 years ago
Nico de Poel
612dbca12a
Improved particle trail management: instead of instantiating many tiny particle effects for each segment of the trail, instantiate a single particle trail effect and attach it to the entity. The particle system is made looping and simulates in world space, to have it create a proper trail. Particle trails are destroyed with a delay when detached from their entity, so that the particles have the time to finish their simulation.
5 years ago
Nico de Poel
4c648a1f5a
First version of particle trail, supporting rocket trail, smoke trail and blood trail.
5 years ago
Nico de Poel
c41003a6ed
First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right.
5 years ago
Nico de Poel
d44e75c620
Implemented the color mapped explosion effect introduced by the Rogue expansion pack
5 years ago
Nico de Poel
79b47065c7
Moved particle callbacks to Unity above the original particle effect code, so that if the "no more particles" return branch is taken, the effect will still be forwarded to Unity. Fixes missing particle effects in some scenes.
5 years ago
Nico de Poel
ab8b2295df
Compile original particle code only when USE_OPENGL is defined. This means the old particle simulations are not being executed when in headless mode.
5 years ago
Nico de Poel
e321160e45
Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better.
5 years ago
Nico de Poel
cd4ee6cba7
Reworked native-to-managed interface to particle effects, to group together similar types of effects and distinguish them using an enum. This reduces the need for a ton of similar-looking overloads and all of the callback delegate boilerplate that comes along with it.
5 years ago
Nico de Poel
946b8572d4
Recreated the teleport splash particle effect
5 years ago
Nico de Poel
5e607f4239
Added implementation of generic "run particle effect", which is used for things like blood effects and bullet wall impacts. Also tweaked the setup of particle rendering to be more in line with QuakeSpasm, though I'll need to do a good A/B comparison sometime.
5 years ago
Nico de Poel
b25f2a54a9
Added a first version of the particle explosion effect, reconstructed using Unity's particle system as close to Quake's original particles as I can right now.
5 years ago
Nico de Poel
104503b986
Added Release configuration for Windows x86 and x86_64
5 years ago
Nico de Poel
170f062660
Added Release configurations for PS4 and PS5, and fixed a minor compiler warning
5 years ago
Nico de Poel
569b00bdbd
Set up Release build configurations for Xbox One and Scarlett
5 years ago
Nico de Poel
3176116542
Upgraded FMOD for consoles to 2.01.11
5 years ago
Nico de Poel
2a4ec90ff1
Reworked setup of native-to-managed callbacks. The "target" pointer is no longer a part of the callbacks struct, instead this is now supplied and stored as an opaque "context" pointer along with a pointer to the callbacks struct. These are provided through separate SetCallbacks functions before initializing the UniQuake native plugin. This cleans up several functions and requires less use of global pointers, while also making it easier to see how things fit together and how to add new modules in the future.
5 years ago
Nico de Poel
5b333f698b
Updated FMOD to version 2.01.11 (latest stable)
5 years ago
Nico de Poel
54c49bad34
Added some missing initialization that was messing up the view frustum calculations. This fixes dynamic lightmaps not getting updated due to surfaces being culled incorrectly.
5 years ago
Nico de Poel
cce1ed6d47
Reuse the same lightmap byte buffer, since the lightmap dimensions are static anyway. Reduces the amount of garbage produced by dynamic lightmap uploading.
5 years ago
Nico de Poel
c9a3d0430c
First implementation of dynamically updated lightmap textures. These are uploaded from the Quake engine to Unity on map load, and whenever a lightmap texture changes.
It has been tested and found (mostly) working by manipulating the UVs on surface meshes, applying the lightmap as main texture, and using an unlit shader. This is not part of the commit.
5 years ago
Nico de Poel
f668c97b52
Reworked the entity animation system, so that blending between poses is pulled fully to the Unity side. With this we can detect the situation where we are trying to blend from one animation sequence to another. Since this is not possible in UniQuake due to each animation sequence being converted to a separate mesh, we instead hold the poses for a frame as if we're not using animation lerping at all. This fixes the occasional animation glitch where the previous sequence would be animated a bit too far, which can be very noticeable on non-looping animation sequences (e.g. the Chthon's rise animation).
5 years ago
Nico de Poel
c65f22a674
Added support for native Xbox Series X|S (Scarlett) builds
5 years ago
Nico de Poel
cdc6a9754e
Removed mock FMOD project, as we now have all the original FMOD libraries that we need
5 years ago
Nico de Poel
9b6a15337d
Fixes to make the game run on Xbox One: limit allocated heap memory to 32 MB (for now). Also copy PDB file for engine to native plugin directory.
5 years ago
Nico de Poel
3b75e81c62
Added proper FMOD libraries for Xbox One downloaded from the FMOD website, and linked the UniQuake engine project against those.
5 years ago
Nico de Poel
fc4b03f356
Updated engine project with build target for Game Core Xbox One, with a few code changes to make it compile. Still awaiting the FMOD native libraries for Xbox One.
5 years ago
Nico de Poel
47770a562c
Removed unnecessary preprocessor defines from PS4 engine build
5 years ago
Nico de Poel
6472eb74d6
Updated engine project with PS5 (Prospero) build settings
5 years ago
Nico de Poel
2ed28eb59b
Added plugins and packages required for PS5 builds
5 years ago
Nico de Poel
06881c8036
Fixed compiler warning related to implicit pointer type conversion
5 years ago
Nico de Poel
b5334fcbe4
Added FMOD libraries for PS4 with the correct version and including the static stub libraries this time. Updated the engine project to link against these libraries.
5 years ago
Nico de Poel
da4bce4958
Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well!
Only thing not working is sound effects in FMOD. Since we're not using the full set of FMOD libraries yet, I'm not worrying too much about that one at the moment.
5 years ago
Nico de Poel
dfb083a800
Added a small shim library to allow access to the PS4 kernel's dynamic library functions, which are used to dynamically linking and unlink against the native engine library. I'm not sure if there isn't an easier way to do this, but this works for now.
5 years ago
Nico de Poel
e485caa605
First modifications to make the engine code compile for PS4 (Orbis SDK). All the code compiles, but we're missing the FMOD linker libraries at the moment.
5 years ago
Nico de Poel
604cc15eaf
Replaced the OpenGL headers in portable mode with bog standard ones taken from the Mesa3D project. This removes the last dependencies on SDL code and will help in the pursuit of true portability.
5 years ago
Nico de Poel
c89755e853
Fixed compilation error in 32-bit portable mode, because the multi-texture stub functions aren't actually function pointers as was previously declared.
5 years ago
Nico de Poel
95a89be509
Set and remove view entity model; this makes the weapon model appear correctly in first-person view
5 years ago
Nico de Poel
4b5b30a81b
Detect fixed poses and completely disable animation blending in that case. Fixes entities sometimes reappearing in the wrong pose (e.g. a dead enemy) when lerping is enabled.
5 years ago
Nico de Poel
cd03b692fd
Set skin before setting initial entity model. Fixes wrong skin on some objects that don't receive a later skin update message.
5 years ago
Nico de Poel
fab7f6503f
Allow entity skin number to be passed and apply the corresponding textures to the entity material
5 years ago
Nico de Poel
39daacceff
Added support for static entities. In the context of UniQuake, these are just like regular entities, but they are only assigned a model and transform once at map load.
5 years ago
Nico de Poel
5390483b0b
Upload non-world brush models and allow them to be assigned to entities. It's not terribly pretty but it (mostly) works. There still seems to be an issue with texture assignment on subsequent map loads.
5 years ago
Nico de Poel
0dc5c1a14b
Create world submodel game objects and link them to entities, allowing doors and buttons and such to work properly. Also don't bother linking the view entity to a model.
5 years ago
Nico de Poel
66c62001d0
Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay!
5 years ago