11 Commits (ac0be29e119d38a256b5d105045e663a7f23ecd6)

Author SHA1 Message Date
Nico de Poel b1a7505d81 Limit tested video modes even further and skip all display frequencies above 60 Hz, to significantly lower startup times 5 years ago
Nico de Poel 40c8c13fb3 Moved native Sys_ calls into their own separate compilation unit, and removed some auto-generated Windows garbage 5 years ago
Nico de Poel 0fafaf32ad Callback target pointer is now contained within the struct passed to native. Organized yet more code to move generic GCHandle stuff into the base class. 5 years ago
Nico de Poel b2ad8a5074 Added an opaque target pointer to each callback function, so that Unity can pass an object instance and use that instance when processing callbacks. 5 years ago
Nico de Poel 9c5e00b8a0 Modified callback conventions so that the paradigm is more Unity implementing system calls required by Quake in whatever way works best, rather than Quake calling specific Unity functions. 5 years ago
Nico de Poel 3f74b45969 Renamed UniQuake files and functions to have consistent casing 5 years ago
Nico de Poel 6a06621b90 Added some fun stuff that allows you to play with the time scale in Quake, either speeding it up or slowing it down from Unity. 5 years ago
Nico de Poel 03cee3a4ce Implemented minimum system functionality to initialize Quake from inside a DLL 5 years ago
Nico de Poel bff11033c3 First steps to get a custom DLL built in Debug mode with all of the relevent Quake engine code embedded 5 years ago
Nico de Poel da021bd98b Upgraded WinQuake project to VS2017 and added some VS ignore rules 5 years ago
Nico de Poel 540789f846 Added Quake engine code from UQE project that will be gradually stripped down and used as the basis for a Unity plugin 5 years ago