Nico de Poel
612dbca12a
Improved particle trail management: instead of instantiating many tiny particle effects for each segment of the trail, instantiate a single particle trail effect and attach it to the entity. The particle system is made looping and simulates in world space, to have it create a proper trail. Particle trails are destroyed with a delay when detached from their entity, so that the particles have the time to finish their simulation.
5 years ago
Nico de Poel
4c648a1f5a
First version of particle trail, supporting rocket trail, smoke trail and blood trail.
5 years ago
Nico de Poel
c41003a6ed
First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right.
5 years ago
Nico de Poel
d44e75c620
Implemented the color mapped explosion effect introduced by the Rogue expansion pack
5 years ago
Nico de Poel
e321160e45
Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better.
5 years ago
Nico de Poel
cd4ee6cba7
Reworked native-to-managed interface to particle effects, to group together similar types of effects and distinguish them using an enum. This reduces the need for a ton of similar-looking overloads and all of the callback delegate boilerplate that comes along with it.
5 years ago
Nico de Poel
946b8572d4
Recreated the teleport splash particle effect
5 years ago
Nico de Poel
5e607f4239
Added implementation of generic "run particle effect", which is used for things like blood effects and bullet wall impacts. Also tweaked the setup of particle rendering to be more in line with QuakeSpasm, though I'll need to do a good A/B comparison sometime.
5 years ago
Nico de Poel
b25f2a54a9
Added a first version of the particle explosion effect, reconstructed using Unity's particle system as close to Quake's original particles as I can right now.
5 years ago
Nico de Poel
2a4ec90ff1
Reworked setup of native-to-managed callbacks. The "target" pointer is no longer a part of the callbacks struct, instead this is now supplied and stored as an opaque "context" pointer along with a pointer to the callbacks struct. These are provided through separate SetCallbacks functions before initializing the UniQuake native plugin. This cleans up several functions and requires less use of global pointers, while also making it easier to see how things fit together and how to add new modules in the future.
5 years ago
Nico de Poel
54c49bad34
Added some missing initialization that was messing up the view frustum calculations. This fixes dynamic lightmaps not getting updated due to surfaces being culled incorrectly.
5 years ago
Nico de Poel
cce1ed6d47
Reuse the same lightmap byte buffer, since the lightmap dimensions are static anyway. Reduces the amount of garbage produced by dynamic lightmap uploading.
5 years ago
Nico de Poel
c9a3d0430c
First implementation of dynamically updated lightmap textures. These are uploaded from the Quake engine to Unity on map load, and whenever a lightmap texture changes.
It has been tested and found (mostly) working by manipulating the UVs on surface meshes, applying the lightmap as main texture, and using an unlit shader. This is not part of the commit.
5 years ago
Nico de Poel
f668c97b52
Reworked the entity animation system, so that blending between poses is pulled fully to the Unity side. With this we can detect the situation where we are trying to blend from one animation sequence to another. Since this is not possible in UniQuake due to each animation sequence being converted to a separate mesh, we instead hold the poses for a frame as if we're not using animation lerping at all. This fixes the occasional animation glitch where the previous sequence would be animated a bit too far, which can be very noticeable on non-looping animation sequences (e.g. the Chthon's rise animation).
5 years ago
Nico de Poel
604cc15eaf
Replaced the OpenGL headers in portable mode with bog standard ones taken from the Mesa3D project. This removes the last dependencies on SDL code and will help in the pursuit of true portability.
5 years ago
Nico de Poel
fab7f6503f
Allow entity skin number to be passed and apply the corresponding textures to the entity material
5 years ago
Nico de Poel
66c62001d0
Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay!
5 years ago
Nico de Poel
1a1c219bf6
Removed frame number stuff from SetEntityModel since it's not producing the correct values. Correctly detect non-world brush models and sprites, although they're not implemented yet.
5 years ago
Nico de Poel
e6fd7b83ae
First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something.
5 years ago
Nico de Poel
a886f3d993
First steps in reorganizing the project, so that assets and game state are managed separately from the interop modules. This will allow for a clearer picture of where gameplay-related interactions should take place, and how entities and such should be linked to their associated assets.
5 years ago
Nico de Poel
15e3faa753
Added callback function to allow Quake to send the view parameters to Unity, and apply them to the main camera. This makes actual movement through the map in Unity possible.
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
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
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
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
2fc928907b
Added empty implementation of input module for UniQuake, to take over duties from SDL
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
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
e8a3313d88
Some cleanup
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
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
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
78f42d9c9a
Return result of directory creation, so that the game may handle creation errors
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
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