192 Commits (46cafd0c63546f9462145213ab06e184925927a1)
 

Author SHA1 Message Date
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: 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: 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
Nico de Poel 0d4043e444 Properly set max real and virtual channels on FMOD initialization. Fixes sounds noticeably cutting out when the default max of 64 real channels is exceeded. 5 years ago
Nico de Poel 83210b5822 Got the FMOD entity sound slot system working in a way that's effective and still fairly simple: 5 years ago
Nico de Poel dedad3b4e4 Use channel's 3D level to handle sounds from the view entity. Fixes player sounds still panning left and right, and simplifies attenuation code. 5 years ago
Nico de Poel f5b948af3a WIP FMOD sound system: 5 years ago
Nico de Poel fa4183ac30 WIP FMOD sound system: 5 years ago
Nico de Poel 68db1e78ae Implemented more FMOD goodness: 5 years ago
Nico de Poel db31892192 First work on rewriting the SFX sound system using FMOD: 5 years ago
Nico de Poel 64b4ac812b Split off native interop code for the main UniQuake class into a separate partial class file as well 5 years ago
Nico de Poel 12faa0c8a1 Allow FMOD system to be re-created during hot code compile & reload, and added some debug UI to inspect what FMOD is doing 5 years ago
Nico de Poel 3e0c4b5314 Stream music files from disk with FMOD, instead of preloading the entire file into memory and playing from there. Added a helper function to COM_ to assist with this. 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 b36a292fbc Initialize FMOD pointers to NULL, so that the validation checks will also work correctly in Release builds 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 548b72aed1 Minor bits: 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 243bb70613 Rewrote the BGM system using FMOD, making the whole codec system rather obsolete 5 years ago
Nico de Poel 34764f8eeb Added SDL2 library files that were previously ignored 5 years ago
Nico de Poel 1df95cd0df Added FMOD Core library to the engine project 5 years ago
Nico de Poel 623292cdae Organized some source files to isolate stuff that will be made obsolete at some point 5 years ago
Nico de Poel b1112c5d15 Ignore more files and directories 5 years ago
Nico de Poel 08b1139efd Added SDL2 libraries required by QuakeSpasm (for 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 e416868650 Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago