3 Commits (854aba77a9ea10ca1b51cd867c64de1673259392)

Author SHA1 Message Date
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 f2cea2847d Allow console test scene to control the base game that is being used 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 4adc71eca8 Added layer masks to separate game and view model, and added a secondary overlay camera to render the view model separately after the main pass. Fixes gun view model clipping into walls. 5 years ago
Nico de Poel e4903ca391 Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles. 5 years ago
Nico de Poel 8fcbac51a4 Fixed some minor issues related to Unity update 5 years ago
Nico de Poel 05731a8e09 Removed redundant division in QTriVertex conversion, and scaled up the rest of the test scene to match. Fixes scale of imported alias models when compared to the world brush model. 5 years ago
Nico de Poel 9778575e6f Disabled Unity lightmapping and tweaked default scene 5 years ago
Nico de Poel 79b8f0d221 Added Unity code to interop with Quake DLL and test initialization from a Unity scene. 5 years ago
Nico de Poel c497f6366a First commit of an empty Unity project with some basic setup: 5 years ago