Nico de Poel
9dc4eb17d0
Added URP Unlit shader to shader variants collection
5 years ago
Nico de Poel
e0302d2389
Added more cruft to the ignore list
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
02a8e6b844
Fixed non-smoothed animations not actually landing on the key frames
5 years ago
Nico de Poel
eaaac619b3
Change the Z-position of models in the test scene every time a RenderModule is instantiated, so that subsequent runs of Quake don't cause all of the uploaded models to overlap
5 years ago
Nico de Poel
4a7155bb1b
Fixed marshaling of multi-dimensional arrays of QGLTextures, and add a second unlit material layer with additive blending for models that use fullbright textures
5 years ago
Nico de Poel
e8e04b666d
Allow run-time switching between lerped animations and keyframe-only animation, and made the playback speed configurable
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
10e54f10ca
Added a separate code path for converting frame group animations, and renamed some variables to use the correct frame/pose terminology
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
0978e0490e
- Added the option to shut down a UniQuake instance from outside of Quake itself. Useful for when Quake is running headless.
- Added shader variant collection to allow use of the URP simple lit shader in a standalone build
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
47f6de732d
Merge branch 'master' into stubs
# Conflicts:
# engine/Windows/VisualStudio/uniquake.vcxproj
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
00c397868b
Merge branch 'master' into stubs
# Conflicts:
# engine/Windows/VisualStudio/uniquake.vcxproj
# engine/Windows/VisualStudio/uniquake.vcxproj.filters
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
dec2be66c6
Keep track of already duplicated vertices and reuse those for triangles that need them. Fixes vertex counts being way too high because seam vertices would get duplicated multiple times.
5 years ago
Nico de Poel
a19d9b546e
Added disposal code for alias models
5 years ago
Nico de Poel
08c16f71a1
Moved importing and conversion of mesh data into AliasModel class. Also:
- Do not create blend shapes if a model does not have any animations
- Handle cases when mesh does not have any blend shapes
5 years ago
Nico de Poel
4d974bf6cd
Solved the UV correcting problem for backside triangles by pre-processing the model input data, whereby vertices on the seam are duplicated and adjusted. The rest of the mesh conversion process then remains as it was.
5 years ago
Nico de Poel
ab880f9cfb
Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod.
5 years ago
Nico de Poel
e8a3313d88
Some cleanup
5 years ago
Nico de Poel
4138290723
Further mesh research: create an individual mesh for each animation sequence, with a single blend shape animation per mesh. Added an AliasModel class to manage meshes and find the correct animations. With this we can smoothly animate looped animation cycles.
5 years ago
Nico de Poel
61a845338e
Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing.
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:
- Implement Sys_DoubleTime with a clock function that keeps running and doesn't update only once per frame. Fixes infinite loop in Host_ShutdownServer.
- Readded missing "play" and "playvol" console commands.
- Ignore console messages that contain only whitespace.
5 years ago
Nico de Poel
bf4a09cfd7
FMOD will copy the sound buffer into its own memory when FMOD_CREATESAMPLE is used, so we don't need to keep the loaded sound files in Hunk memory anymore.
5 years ago
Nico de Poel
d2184af9b1
Resolved compiler errors related to disabling SDL. Now we've just got a ton of linker errors to deal with...
5 years ago
Nico de Poel
09ad4b848c
Added a build configuration which will only include portable code, i.e. no dependencies on SDL, OpenGL or native Windows libraries
5 years ago
Nico de Poel
11cdaf7a75
Allow passing of player number to FMOD for split-screen purposes. Not used for anything yet, but it's handy to have it in there already.
5 years ago
Nico de Poel
afa6333078
Some additional cleanup
5 years ago
Nico de Poel
35e48c9087
Fixed popping noise upon stopping a sound by quickly ramping down the volume instead of stopping immediately. Also did a bit of additional housekeeping.
5 years ago
Nico de Poel
9806b057c7
Implemented ambient sounds, did some refactoring and added explanations about the different types of sounds
5 years ago
Nico de Poel
162c935334
Some housekeeping and preparation for ambient sounds
5 years ago
Nico de Poel
13df268ecf
Implemented sound effect delay in the situation where multiple instances of the same sound are started on a single frame
5 years ago
Nico de Poel
e928833f5e
Implemented proper looping of sounds based on cue information from the WAV file header. Also modified Delay function so that it is unaffected by differences in sample rate between the input file and FMOD's mixer.
5 years ago
Nico de Poel
79ad6f086c
Release sounds loaded by FMOD on shutdown, and check FMOD version upon startup
5 years ago
Nico de Poel
756420c5f9
Set channels with 0 volume to automatically become virtual. This greatly reduces the number of real channels that are being used.
5 years ago
Nico de Poel
52510cfecc
Some cleanup and extra housekeeping
5 years ago
Nico de Poel
2b740b33aa
Give local player sounds higher-than-default priority, so its real channels won't get stolen by other entity sounds
5 years ago