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.
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
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!
Only thing not working is sound effects in FMOD. Since we're not using the full set of FMOD libraries yet, I'm not worrying too much about that one at the moment.
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