111 Commits (2de4c7af989f2830b376d1618fa93b2804479ea0)

Author SHA1 Message Date
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 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 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 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 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 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 06881c8036 Fixed compiler warning related to implicit pointer type conversion 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 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 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 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 95a89be509 Set and remove view entity model; this makes the weapon model appear correctly in first-person view 5 years ago
Nico de Poel 4b5b30a81b Detect fixed poses and completely disable animation blending in that case. Fixes entities sometimes reappearing in the wrong pose (e.g. a dead enemy) when lerping is enabled. 5 years ago
Nico de Poel cd03b692fd Set skin before setting initial entity model. Fixes wrong skin on some objects that don't receive a later skin update message. 5 years ago
Nico de Poel fab7f6503f Allow entity skin number to be passed and apply the corresponding textures to the entity material 5 years ago
Nico de Poel 39daacceff Added support for static entities. In the context of UniQuake, these are just like regular entities, but they are only assigned a model and transform once at map load. 5 years ago
Nico de Poel 5390483b0b Upload non-world brush models and allow them to be assigned to entities. It's not terribly pretty but it (mostly) works. There still seems to be an issue with texture assignment on subsequent map loads. 5 years ago
Nico de Poel 0dc5c1a14b Create world submodel game objects and link them to entities, allowing doors and buttons and such to work properly. Also don't bother linking the view entity to a model. 5 years ago
Nico de Poel 66c62001d0 Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay! 5 years ago
Nico de Poel 1a1c219bf6 Removed frame number stuff from SetEntityModel since it's not producing the correct values. Correctly detect non-world brush models and sprites, although they're not implemented yet. 5 years ago
Nico de Poel e6fd7b83ae First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something. 5 years ago
Nico de Poel a886f3d993 First steps in reorganizing the project, so that assets and game state are managed separately from the interop modules. This will allow for a clearer picture of where gameplay-related interactions should take place, and how entities and such should be linked to their associated assets. 5 years ago
Nico de Poel 15e3faa753 Added callback function to allow Quake to send the view parameters to Unity, and apply them to the main camera. This makes actual movement through the map in Unity possible. 5 years ago
Nico de Poel a052c43342 Renamed stub_vidgl to vid_uniquake because it contains more than just some stubs (and will get more things added in the future) 5 years ago
Nico de Poel 3da2d4ba59 Made a few tweaks to make texture uploading work properly in headless mode 5 years ago
Nico de Poel e70d363998 Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago
Nico de Poel ba691ce326 Fixed vid and modestate not being visible in SDL+OpenGL builds 5 years ago
Nico de Poel 428eebb941 Pass along alias frame type and correctly count the total number of poses in a model, so that the correct number of pose vertices are marshaled and we can identify models that use group frame animations instead of typical single frames. Quake's model formats are weird. 5 years ago
Nico de Poel 3361ea2114 Added some missing lines and made a few tweaks to allow Quake to run headless without crashing 5 years ago
Nico de Poel a2e16eaf89 Fixed division by zero caused by uninitialized vid struct 5 years ago
Nico de Poel d271f9b7e2 Stubbed out the remaining OpenGL calls, disabled everything SDL, ifdef'ed out OpenGL 2.0-related code, and added a new stub for remaining VID_ and GL_ calls. Portable configuration compiles now, though it still crashes at run-time. 5 years ago
Nico de Poel 2fc928907b Added empty implementation of input module for UniQuake, to take over duties from SDL 5 years ago
Nico de Poel 2e53e62ef8 Removed Windows-specific IPX and TCP/IP LAN drivers from the project and replaced them with a UniQuake net implementation that doesn't actually have any LAN drivers, i.e. only local loopback connections will work. 5 years ago
Nico de Poel 56bc6c7ba6 Added empty stub implementations of OpenGL calls used by Quake, as an alternative way of removing the dependencies on SDL & OpenGL 5 years ago
Nico de Poel c2f105a604 Fixed a rather embarrassing pointer error, which by sheer luck just happened to not cause any issues 5 years ago
Nico de Poel 96d2a1fe7b First setup to upload brush models (specifically: the world model) from Quake to Unity. Updated the QWorld class to include the fields added by QuakeSpasm. 5 years ago
Nico de Poel e8a3313d88 Some cleanup 5 years ago
Nico de Poel 834ff9a794 First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible. 5 years ago
Nico de Poel ccaf57ec02 Added some legal text and fixed FMOD callbacks for 32-bit compiles 5 years ago
Nico de Poel 7f358f5188 Added back in acknowledgements. Seems fair. 5 years ago
Nico de Poel 99b09dc854 Moved some global variables around for portability 5 years ago
Nico de Poel 75b9427296 Fixed compatibility issues with Scourge Done Slick: 5 years ago