163 Commits (a8defed5de271c487cae25f71cbdf74d3564ff06)
 

Author SHA1 Message Date
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 02a8e6b844 Fixed non-smoothed animations not actually landing on the key frames 5 years ago
Nico de Poel eaaac619b3 Change the Z-position of models in the test scene every time a RenderModule is instantiated, so that subsequent runs of Quake don't cause all of the uploaded models to overlap 5 years ago
Nico de Poel 4a7155bb1b Fixed marshaling of multi-dimensional arrays of QGLTextures, and add a second unlit material layer with additive blending for models that use fullbright textures 5 years ago
Nico de Poel e8e04b666d Allow run-time switching between lerped animations and keyframe-only animation, and made the playback speed configurable 5 years ago
Nico de Poel 3da2d4ba59 Made a few tweaks to make texture uploading work properly in headless mode 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 10e54f10ca Added a separate code path for converting frame group animations, and renamed some variables to use the correct frame/pose terminology 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 0978e0490e - Added the option to shut down a UniQuake instance from outside of Quake itself. Useful for when Quake is running headless. 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 47f6de732d Merge branch 'master' into stubs 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 00c397868b Merge branch 'master' into stubs 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 c2f105a604 Fixed a rather embarrassing pointer error, which by sheer luck just happened to not cause any issues 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 dec2be66c6 Keep track of already duplicated vertices and reuse those for triangles that need them. Fixes vertex counts being way too high because seam vertices would get duplicated multiple times. 5 years ago
Nico de Poel a19d9b546e Added disposal code for alias models 5 years ago
Nico de Poel 08c16f71a1 Moved importing and conversion of mesh data into AliasModel class. Also: 5 years ago
Nico de Poel 4d974bf6cd Solved the UV correcting problem for backside triangles by pre-processing the model input data, whereby vertices on the seam are duplicated and adjusted. The rest of the mesh conversion process then remains as it was. 5 years ago
Nico de Poel ab880f9cfb Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
Nico de Poel e8a3313d88 Some cleanup 5 years ago
Nico de Poel 4138290723 Further mesh research: create an individual mesh for each animation sequence, with a single blend shape animation per mesh. Added an AliasModel class to manage meshes and find the correct animations. With this we can smoothly animate looped animation cycles. 5 years ago
Nico de Poel 61a845338e Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing. 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 ccaf57ec02 Added some legal text and fixed FMOD callbacks for 32-bit compiles 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 75b9427296 Fixed compatibility issues with Scourge Done Slick: 5 years ago
Nico de Poel bf4a09cfd7 FMOD will copy the sound buffer into its own memory when FMOD_CREATESAMPLE is used, so we don't need to keep the loaded sound files in Hunk memory anymore. 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 afa6333078 Some additional cleanup 5 years ago
Nico de Poel 35e48c9087 Fixed popping noise upon stopping a sound by quickly ramping down the volume instead of stopping immediately. Also did a bit of additional housekeeping. 5 years ago
Nico de Poel 9806b057c7 Implemented ambient sounds, did some refactoring and added explanations about the different types of sounds 5 years ago
Nico de Poel 162c935334 Some housekeeping and preparation for ambient sounds 5 years ago
Nico de Poel 13df268ecf Implemented sound effect delay in the situation where multiple instances of the same sound are started on a single frame 5 years ago
Nico de Poel e928833f5e Implemented proper looping of sounds based on cue information from the WAV file header. Also modified Delay function so that it is unaffected by differences in sample rate between the input file and FMOD's mixer. 5 years ago
Nico de Poel 79ad6f086c Release sounds loaded by FMOD on shutdown, and check FMOD version upon startup 5 years ago
Nico de Poel 756420c5f9 Set channels with 0 volume to automatically become virtual. This greatly reduces the number of real channels that are being used. 5 years ago
Nico de Poel 52510cfecc Some cleanup and extra housekeeping 5 years ago
Nico de Poel 2b740b33aa Give local player sounds higher-than-default priority, so its real channels won't get stolen by other entity sounds 5 years ago
Nico de Poel 0d4043e444 Properly set max real and virtual channels on FMOD initialization. Fixes sounds noticeably cutting out when the default max of 64 real channels is exceeded. 5 years ago
Nico de Poel 83210b5822 Got the FMOD entity sound slot system working in a way that's effective and still fairly simple: 5 years ago