204 Commits (3bbd3f8a4e002f19282f7846c307bb6ce70610e7)
 

Author SHA1 Message Date
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. 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
Nico de Poel 06881c8036 Fixed compiler warning related to implicit pointer type conversion 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
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 a479d7246b Reworked coordinate and rotation conversion from Quake to Unity. It still feels weird, but entity models are now seemingly oriented correctly, and some strange edge cases with entities rotating in the wrong direction have been cleared up. 5 years ago
Nico de Poel c9271a7772 Cache brush surface texture numbers instead of re-marshaling them on each access. Fixes textures getting mixed up on brush model entities after map switch. 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 3c2ca26a99 Properly destroy brush model child game objects when clearing an entity's model. Fixes explosive barrels not disappearing when blown up. 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