234 Commits (09bee7d741ccfacede2a2d7c15992fe63c1f718e)
 

Author SHA1 Message Date
Nico de Poel 09bee7d741 Additional project files created after Unity 2021.3 upgrade 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 f48a1d2dca Particle effect prefabs reserialized by Unity 2021.3 4 years ago
Nico de Poel 1e948a2dd3 Marshal animation frame names as bytes and manually decode them using QuakeTextMarshaler. Fixes invalid byte sequence exception upon loading QRally. 4 years ago
Nico de Poel 7d05204966 Updated FMOD to version 2.02.06 4 years ago
Nico de Poel 50ed817e69 Upgraded project to Unity 2021.3 LTS, including upgrade of URP package to version 12.1 4 years ago
Nico de Poel b9333527c2 Fixed engine initialization of FMOD to work with the latest version 4 years ago
Nico de Poel ab80212bbb Updated FMOD libraries to 2.02.03 in the Unity project plugins 4 years ago
Nico de Poel 7d0795d1aa Updated FMOD libraries to 2.02.03 (latest stable release branch) 4 years ago
Nico de Poel 5dc8d2ff78 Rewrote surface grouping method to be iterative instead of tail-recursive. Fixes potential stack overflow issues when loading particularly large and complex maps. 5 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. 5 years ago
Nico de Poel 1dac280794 Changed speed modifier for core part of rocket explosion to a curve, which looks better 5 years ago
Nico de Poel 15612f7d1c Added missing assignment 5 years ago
Nico de Poel 01a36906a9 Tweaked split tracer trail again, which is a little bit closer to the proper effect now. 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 eefef2097e Implemented split tracer trails for e.g. Scrag projectiles using Unity's radial velocity. Probably the least accurate particle effect recreation so far, but this one is very tricky to accurately emulate as it is in Quake. 5 years ago
Nico de Poel 5b99d8374f Also implemented slight blood and vore ball particles trails 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 764f2a8a0f Optimized lightmap uploads by converting the raw byte pointer from Quake to a NativeArray (unsafe code required) and passing that directly to SetPixelData. This does away with the extra copying step and removes garbage created by Texture2D's implementation. 5 years ago
Nico de Poel 3e83559b6f Renamed style files and directories, now that the structure has crystallized somewhat 5 years ago
Nico de Poel 2b8853237c Upgraded project to Unity 2020.3.15 and updated packages 5 years ago
Nico de Poel 852878765b Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects. 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 c5122fa2ea Further tweaked particle explosion and used a curve speed modifier to more closely match the look of the original Quake effect 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 232564a411 Tweaked lava splash to look more closely like the Quake original effect 5 years ago
Nico de Poel 3077ccf1e1 Emulated the particle scale hack performed by QuakeSpasm by slightly increasing the start size of each particle (1.08 x 1.27 = 1.38) and by setting a minimum particle screen size. 5 years ago
Nico de Poel 827a504356 Redrawn particle sprite with higher hardness value (97) for a sharper edge, which makes them resemble the mathematically generated ones from QuakeSpasm more closely, as well as making them appear larger. Scaled back down the particle size settings to compensate. 5 years ago
Nico de Poel ecdc9d1f0e Disabled mipmapping on particle sprite so that it gets a very sharp and defined look, similar to QuakeSpasm. 5 years ago
Nico de Poel 3bbd3f8a4e Scaled up particles even further, which now seems to match the size of QuakeSpasm pretty well 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 d5d54188c9 Moved particle render queue to one before Transparent, so that they get rendered before the transparent water. Fixes particles drawing on top of water, which looked wrong. 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 e922e06f99 Assign a player number to each UniQuake instance in split-screen as opposed to providing a library override. The UniQuake class can decide for itself how this maps to an alternate library filename. This player number is also provided to FMOD which allows its localized audio for split-screen feature to work properly. 5 years ago
Nico de Poel e37d6f0a78 Bumped heap space to 256 MB since we'll need to go there sooner or later anyway 5 years ago
Nico de Poel 2a23096293 Entity null checks are rather useless here since GetEntity never returns null 5 years ago
Nico de Poel 46cafd0c63 Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring 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 ec87ac10b0 Added profiler sampling to the Game and Render callbacks, to make it easier to measure performance of native-to-managed callbacks 5 years ago
Nico de Poel 5a364b713a Added some wildcard ignore entries 5 years ago
Nico de Poel 5b333f698b Updated FMOD to version 2.01.11 (latest stable) 5 years ago
Nico de Poel 8fc85d5ecb Reworked brush game object creation so that entity brush models are configured differently from world brush models. Rearranged the VisualStyle class to fit this strategy. 5 years ago
Nico de Poel 475444f904 We can share one point sampler for both diffuse and emissive textures, so reduced it down to one 5 years ago
Nico de Poel f0bda1fcb1 Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies. 5 years ago