211 Commits (2de4c7af989f2830b376d1618fa93b2804479ea0)
 

Author SHA1 Message Date
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. 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! 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. 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: 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