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.
This removes the noticeable delay when loading into a level, and simplifies the music playback code as well.
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:
- Consolidate FMOD closing code into a single method
- Added some experimental (commented-out) code to test running multiple instances of Quake
- Extra validation checks in FMOD music code
- Removed QuakeSpasm "feature" that skipped the demo reel at startup
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:
- Extended QuakeParms with additional fields required by QuakeSpasm, and marshal it to a fixed memory block so that the engine can hold on to a reference.
- Increased heap size to 128 MB
- Some minor renaming and refactoring
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
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