10 Commits (41382907234d7ac613e36c4f4a70be3c0e21cd41)

Author SHA1 Message Date
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 75b9427296 Fixed compatibility issues with Scourge Done Slick: 5 years ago
Nico de Poel 1a5ff9b64b Send normal logs to Unity again, but for the Update loop collect all logs and flush the contents only once per frame 5 years ago
Nico de Poel 78f42d9c9a Return result of directory creation, so that the game may handle creation errors 5 years ago
Nico de Poel 754812d63e Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read. 5 years ago
Nico de Poel e416868650 Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
Nico de Poel 0f02005c58 Reimplemented uploading of alias model data, which now includes all vertex, triangle index and UV data 5 years ago
Nico de Poel 3b4382954a Some renaming and reorganization 5 years ago