221 Commits (6f290779c45d22fcd1960f5b4df75c5447a92a4a)
 

Author SHA1 Message Date
Nico de Poel 6f290779c4 Merge branch 'master' into console 5 years ago
Nico de Poel e922e06f99 Assign a player number to each UniQuake instance in split-screen as opposed to providing a library override. The UniQuake class can decide for itself how this maps to an alternate library filename. This player number is also provided to FMOD which allows its localized audio for split-screen feature to work properly. 5 years ago
Nico de Poel e37d6f0a78 Bumped heap space to 256 MB since we'll need to go there sooner or later anyway 5 years ago
Nico de Poel 2a23096293 Entity null checks are rather useless here since GetEntity never returns null 5 years ago
Nico de Poel 46cafd0c63 Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring 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 ec87ac10b0 Added profiler sampling to the Game and Render callbacks, to make it easier to measure performance of native-to-managed callbacks 5 years ago
Nico de Poel 5a364b713a Added some wildcard ignore entries 5 years ago
Nico de Poel 5b333f698b Updated FMOD to version 2.01.11 (latest stable) 5 years ago
Nico de Poel e62ac3f4a6 Scale the fps counter so that it appears the same size at all resolutions 5 years ago
Nico de Poel 2de4c7af98 Merge branch 'master' into console 5 years ago
Nico de Poel 8fc85d5ecb Reworked brush game object creation so that entity brush models are configured differently from world brush models. Rearranged the VisualStyle class to fit this strategy. 5 years ago
Nico de Poel 475444f904 We can share one point sampler for both diffuse and emissive textures, so reduced it down to one 5 years ago
Nico de Poel f0bda1fcb1 Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies. 5 years ago
Nico de Poel fc051df6da Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code). 5 years ago
Nico de Poel fcc41b0154 Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look. 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 2460110525 First experimental shader using lightmaps, based on URP's Unlit shader. Needed to change the project's Color Space to Gamma for the lightmapped output to look correct. 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. 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 592c326b53 Added a scene to experiment with split-screen running multiple instances of the game. Added the ability to override the default engine library name, and added additional layers for camera masking. 5 years ago
Nico de Poel 19f63f4794 Use HeapAlloc to allocate hunk memory for the engine on Xbox. This reserves memory from the title's pool as opposed to the system's pool, which allows us to get the full 128 MB (or more) that we desire. 5 years ago
Nico de Poel 39c238b7ff Added .meta files for console engine plugins. The actual plugin files are not included since they are compilation output, but including the loose .meta files ensures those plugins will be imported correctly when built. 5 years ago
Nico de Poel c65f22a674 Added support for native Xbox Series X|S (Scarlett) builds 5 years ago
Nico de Poel cdc6a9754e Removed mock FMOD project, as we now have all the original FMOD libraries that we need 5 years ago
Nico de Poel 83a8e13208 Merge branch 'master' into console 5 years ago
Nico de Poel 05a4de89a1 Minor things that have accumulated over time 5 years ago
Nico de Poel e0ce62d2ec Prevent double allocations of memory block for quakeparms, and report if allocation of hunk memory fails. 5 years ago
Nico de Poel d3a585beee Added a volume slider to the inspector for the audio manager, so we can silence the game during testing if audio is not needed 5 years ago
Nico de Poel 9b6a15337d Fixes to make the game run on Xbox One: limit allocated heap memory to 32 MB (for now). Also copy PDB file for engine to native plugin directory. 5 years ago
Nico de Poel 3b75e81c62 Added proper FMOD libraries for Xbox One downloaded from the FMOD website, and linked the UniQuake engine project against those. 5 years ago
Nico de Poel 6869f4ed63 Updated Unity code for Game Core 5 years ago
Nico de Poel 68f0cc16e1 Added a framerate counter and let the game run at 120 fps on next-gen console hardware 5 years ago
Nico de Poel b32b15291c Added plugins, packages and project settings for Game Core 5 years ago
Nico de Poel fc4b03f356 Updated engine project with build target for Game Core Xbox One, with a few code changes to make it compile. Still awaiting the FMOD native libraries for Xbox One. 5 years ago
Nico de Poel 47770a562c Removed unnecessary preprocessor defines from PS4 engine build 5 years ago
Nico de Poel cf976698b9 Set up Unity project for PS5 builds. UniQuake now runs natively on PS5 as well, yay! 5 years ago
Nico de Poel 6472eb74d6 Updated engine project with PS5 (Prospero) build settings 5 years ago
Nico de Poel 2ed28eb59b Added plugins and packages required for PS5 builds 5 years ago
Nico de Poel e0ad3ebd5e Merge branch 'master' into console 5 years ago
Nico de Poel 06881c8036 Fixed compiler warning related to implicit pointer type conversion 5 years ago
Nico de Poel 24cb838f7b Set PS4 Pro resolution to 1800p. Not sure what will actually be the best resolution for this SKU... choosing something somewhere in the middle now. 5 years ago
Nico de Poel b5334fcbe4 Added FMOD libraries for PS4 with the correct version and including the static stub libraries this time. Updated the engine project to link against these libraries. 5 years ago
Nico de Poel f2cea2847d Allow console test scene to control the base game that is being used 5 years ago
Nico de Poel da4bce4958 Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well! 5 years ago
Nico de Poel dfb083a800 Added a small shim library to allow access to the PS4 kernel's dynamic library functions, which are used to dynamically linking and unlink against the native engine library. I'm not sure if there isn't an easier way to do this, but this works for now. 5 years ago
Nico de Poel bd28bcac6b Updated Unity project to allow building for PS4 and running on real hardware. The engine plugin isn't there yet, so it won't do much, but it starts and FMOD works. 5 years ago
Nico de Poel e485caa605 First modifications to make the engine code compile for PS4 (Orbis SDK). All the code compiles, but we're missing the FMOD linker libraries at the moment. 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