Nico de Poel
182760038d
Merge branch 'master' into console
# Conflicts:
# Packages/manifest.json
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
849f770e19
Rebuilt PS4 and PS5 kernel shims using latest SDK's
5 years ago
Nico de Poel
d61847a35d
Removed PS4 and PS5 SDK overrides
5 years ago
Nico de Poel
5710581295
Merge branch 'master' into console
5 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.
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
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.
Also fixed the min/max random color thing for other trails. If we want to pick a random static color between two extremes, then we need to use min/max and not a gradient.
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.
The old code path is still kept around since the NativeArray version doesn't work inside the Editor for some reason, but it does in standalone builds.
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
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
0da0a0e030
Use optimized compile settings for PS4, which produces significantly faster development builds
5 years ago
Nico de Poel
44231b97fa
Move FMOD mixer thread off the same core as the Unity main thread
5 years ago
Nico de Poel
3176116542
Upgraded FMOD for consoles to 2.01.11
5 years ago
Nico de Poel
6f290779c4
Merge branch 'master' into console
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