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
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
Nico de Poel
fc051df6da
Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code).
5 years ago
Nico de Poel
fcc41b0154
Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look.
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
2460110525
First experimental shader using lightmaps, based on URP's Unlit shader. Needed to change the project's Color Space to Gamma for the lightmapped output to look correct.
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
592c326b53
Added a scene to experiment with split-screen running multiple instances of the game. Added the ability to override the default engine library name, and added additional layers for camera masking.
5 years ago
Nico de Poel
05a4de89a1
Minor things that have accumulated over time
5 years ago
Nico de Poel
e0ce62d2ec
Prevent double allocations of memory block for quakeparms, and report if allocation of hunk memory fails.
5 years ago
Nico de Poel
d3a585beee
Added a volume slider to the inspector for the audio manager, so we can silence the game during testing if audio is not needed
5 years ago