28 Commits (66c62001d09ed11195ce982d906d65f51298bd8c)

Author SHA1 Message Date
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