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
Nico de Poel
9c5e00b8a0
Modified callback conventions so that the paradigm is more Unity implementing system calls required by Quake in whatever way works best, rather than Quake calling specific Unity functions.
5 years ago
Nico de Poel
3f74b45969
Renamed UniQuake files and functions to have consistent casing
5 years ago
Nico de Poel
6a06621b90
Added some fun stuff that allows you to play with the time scale in Quake, either speeding it up or slowing it down from Unity.
5 years ago
Nico de Poel
2ef1b24042
Further simplified mechanism for creating and pinning callbacks. We don't care about the individual GCHandles so just throw them into a list for easy management.
5 years ago
Nico de Poel
38840fa7c3
Reorganized callbacks so that the function pointers and the containing class are all pinned, which makes them safe to store inside the DLL and reuse them on subsequent update calls.
5 years ago
Nico de Poel
0928173a43
Fixed command-line argument passing, and simplified code to set up callbacks
5 years ago
Nico de Poel
79b8f0d221
Added Unity code to interop with Quake DLL and test initialization from a Unity scene.
5 years ago
Nico de Poel
03cee3a4ce
Implemented minimum system functionality to initialize Quake from inside a DLL
5 years ago
Nico de Poel
bff11033c3
First steps to get a custom DLL built in Debug mode with all of the relevent Quake engine code embedded
5 years ago
Nico de Poel
da021bd98b
Upgraded WinQuake project to VS2017 and added some VS ignore rules
5 years ago
Nico de Poel
540789f846
Added Quake engine code from UQE project that will be gradually stripped down and used as the basis for a Unity plugin
5 years ago
Nico de Poel
c497f6366a
First commit of an empty Unity project with some basic setup:
- Use OpenGL only on Windows (temporary while we integrate Quake as a native rendering plugin first)
- Imported new Input System package
- Set physics tick rate to 10 fps (default for Quake)
5 years ago