162 Commits (4adc71eca8582814d7dc074d1c9b2a39f2922687)
 

Author SHA1 Message Date
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
Nico de Poel 303f064f52 Added the ability to start one of the mission packs and to test mods 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 404f19a56d Renamed mod* to gl* to reflect that it's about rendering in general, and cleaned up & rearranged some code 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 e8f97ce8e8 Transplanted improved QuakeC string handling over from QuakeSpasm, as well as a few other improvements to the script interpreter (including a massive bump to the Zone memory size). This now allows the entire game to run properly in 64-bit mode! :D 5 years ago
Nico de Poel 264848f832 Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
Nico de Poel adc94064ae More FMOD cleanup 5 years ago
Nico de Poel d4ef2063d6 More FMOD cleanup, and introduced Channel Groups for both music and SFX (to be used later). Volume is regulated through the channel group instead of on the channels directly. 5 years ago
Nico de Poel e9529687e5 Newlines correction 5 years ago
Nico de Poel 9402848813 Further cleanup of FMOD code, removed all traces of CD audio and switching between CD and MOD music 5 years ago
Nico de Poel 75f0382070 Upgraded FMOD to version 2.00.16 (Core libraries only) and included 64-bit Windows libraries. Updated API's where necessary and removed all of the CD audio stuff as FMOD doesn't seem to support this anymore, and we're not interested in it anyway. 5 years ago
Nico de Poel 3b4382954a Some renaming and reorganization 5 years ago
Nico de Poel b19df802c7 Reworked library loading so that the native DLL and its functions are now loaded dynamically using native LoadLibrary/GetProcAddress calls and can be freed again with FreeLibrary. This allows the library to be unloaded while in the Unity Editor, making iteration on native code easier, and it's a first step on the way to loading multiple Quake instances simultaneously. 5 years ago
Nico de Poel 276d66434e Moved time registration to the main UniQuake class 5 years ago
Nico de Poel cfb73cb1e9 Added Universal Rendering Pipeline (URP) to the Unity project 5 years ago
Nico de Poel fa50659490 Use custom exceptions to stop control flow in the Quake engine on Error and Quit, and shut down the engine. Doesn't work quite as intended yet (Quit will terminate the entire Unity application for some reason, instead of just Quake) but it's a step in the right direction. 5 years ago
Nico de Poel 65c759036d Added FMOD library files (32-bit Windows) which were being ignored by default 5 years ago
Nico de Poel 9778575e6f Disabled Unity lightmapping and tweaked default scene 5 years ago
Nico de Poel ec8951fa7c First test to upload model data (brush models and alias models) from Quake to Unity 5 years ago
Nico de Poel 9be3852e55 First pass at making Quake engine code 64-bit ready. Not entirely stable yet, but it starts, runs and is partially playable. Will still crash when loading some levels. 5 years ago
Nico de Poel cb8bb17c63 Replaced native file I/O functions with managed versions implemented in Unity. Worked first try! :D 5 years ago
Nico de Poel d268e8794a Declare callback delegates as using Cdecl calling convention, so it's consistent with the rest of the code and also consistent across all platforms. 5 years ago
Nico de Poel ac0be29e11 Upgraded project to Unity 2020.3.2 5 years ago
Nico de Poel 14f7b78f1d Removed delegate handles list as that wasn't necessary for anything at all 5 years ago
Nico de Poel b1a7505d81 Limit tested video modes even further and skip all display frequencies above 60 Hz, to significantly lower startup times 5 years ago
Nico de Poel 40c8c13fb3 Moved native Sys_ calls into their own separate compilation unit, and removed some auto-generated Windows garbage 5 years ago
Nico de Poel 0fafaf32ad Callback target pointer is now contained within the struct passed to native. Organized yet more code to move generic GCHandle stuff into the base class. 5 years ago
Nico de Poel b3d419d1ad More code organization; putting QuakeParms in its own file and encapsulating the nitty gritty unmanaged code details, to make things overall more readable. 5 years ago
Nico de Poel c2f4d854e0 Moved all of the callbacks interop code into a separate class with a base class for some common abstractions. Allows for better organization of callbacks as the list grows. 5 years ago
Nico de Poel b2ad8a5074 Added an opaque target pointer to each callback function, so that Unity can pass an object instance and use that instance when processing callbacks. 5 years ago