18 Commits (3d97e20821550de6af6cf74f26af594095f0ae7f)

Author SHA1 Message Date
Nico de Poel 612dbca12a Improved particle trail management: instead of instantiating many tiny particle effects for each segment of the trail, instantiate a single particle trail effect and attach it to the entity. The particle system is made looping and simulates in world space, to have it create a proper trail. Particle trails are destroyed with a delay when detached from their entity, so that the particles have the time to finish their simulation. 5 years ago
Nico de Poel 4c648a1f5a First version of particle trail, supporting rocket trail, smoke trail and blood trail. 5 years ago
Nico de Poel 852878765b Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects. 5 years ago
Nico de Poel c41003a6ed First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right. 5 years ago
Nico de Poel d44e75c620 Implemented the color mapped explosion effect introduced by the Rogue expansion pack 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 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 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 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 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 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 2e35a148b8 Use visual style reference to set up world and entity renderers and textures. With this we can clear out a LOT of debug code that was kept around for reference. 5 years ago
Nico de Poel e4903ca391 Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles. 5 years ago