6 Commits (3bbd3f8a4e002f19282f7846c307bb6ce70610e7)

Author SHA1 Message Date
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 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 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 c91e6b2bea Replaced UQE-based engine code with a modified QuakeSpasm, stripping out all music codecs (obviously losing music playback capability but that'll be re-added later), and compiling to a DLL with the UniQuake integration code added in. 5 years ago
Nico de Poel b2a9a27ede Started marking stuff in the code that's either platform-dependent (Windows) or graphics API-dependent (OpenGL), with a new build Portable configuration that will eventually only compile the plain portable C portions of the code. 5 years ago
Nico de Poel 540789f846 Added Quake engine code from UQE project that will be gradually stripped down and used as the basis for a Unity plugin 5 years ago