Nico de Poel
2de4c7af98
Merge branch 'master' into console
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
19f63f4794
Use HeapAlloc to allocate hunk memory for the engine on Xbox. This reserves memory from the title's pool as opposed to the system's pool, which allows us to get the full 128 MB (or more) that we desire.
5 years ago
Nico de Poel
39c238b7ff
Added .meta files for console engine plugins. The actual plugin files are not included since they are compilation output, but including the loose .meta files ensures those plugins will be imported correctly when built.
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
83a8e13208
Merge branch 'master' into console
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
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
6869f4ed63
Updated Unity code for Game Core
5 years ago
Nico de Poel
68f0cc16e1
Added a framerate counter and let the game run at 120 fps on next-gen console hardware
5 years ago
Nico de Poel
b32b15291c
Added plugins, packages and project settings for Game Core
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
cf976698b9
Set up Unity project for PS5 builds. UniQuake now runs natively on PS5 as well, yay!
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
e0ad3ebd5e
Merge branch 'master' into console
5 years ago
Nico de Poel
06881c8036
Fixed compiler warning related to implicit pointer type conversion
5 years ago
Nico de Poel
24cb838f7b
Set PS4 Pro resolution to 1800p. Not sure what will actually be the best resolution for this SKU... choosing something somewhere in the middle now.
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
f2cea2847d
Allow console test scene to control the base game that is being used
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
bd28bcac6b
Updated Unity project to allow building for PS4 and running on real hardware. The engine plugin isn't there yet, so it won't do much, but it starts and FMOD works.
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
cd7423ae34
Use ref when passing structs by pointer through P/Invoke. This fixes positions and angles not being updated correctly in 32-bit builds. This was not a problem in 64-bit mode (probably because an entire vec3_t fits into a single register and the call is optimized as such) but it is in 32-bit mode.
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
722c79ab8b
Simplified call to create world material, which is just one method now that takes surface flags. The implementation will figure out which template material to use.
5 years ago
Nico de Poel
d73d86ce11
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.
5 years ago
Nico de Poel
59a64473b0
Marshal only one polygon per brush model surface for conversion into a Unity mesh. Any subsequent polygons are pre-tessellated versions meant for the water warping effect, which we won't need as this will be handled by GPU tessellation. Fixed garbled water surface caused by having two polygon meshes overlapping.
5 years ago
Nico de Poel
0899855b51
Updated project to Unity 2020.3.14 and fixed some minor issues after upgrade
5 years ago
Nico de Poel
b3175ebb3b
Reworked visual style setup, reducing entity materials to just one material for both alias models and brush models, and turning material creation into a separate step. This makes it more obvious when new materials are created, and allows for more potential customization in sub-classes.
5 years ago
Nico de Poel
c5cefca10d
Minor fixes for compatibility issues with QRally:
- Handle null frame names when matching with animation regex
- Default to skin 0 when the provided skin number is out of range
- Convert polygon vertices directly to Unity coordinate positions
5 years ago
Nico de Poel
a8defed5de
Allow game and viewmodel layers to be specified at the level of each UniQuake instance. This will allow multiple instances of the game to run side-by-side with each their own rendering layers.
5 years ago
Nico de Poel
4adc71eca8
Added layer masks to separate game and view model, and added a secondary overlay camera to render the view model separately after the main pass. Fixes gun view model clipping into walls.
5 years ago