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5 Commits (cd4ee6cba762eb3062eda7ffff5834aa8c2b6295)

Author SHA1 Message Date
Nico de Poel cd4ee6cba7 Reworked native-to-managed interface to particle effects, to group together similar types of effects and distinguish them using an enum. This reduces the need for a ton of similar-looking overloads and all of the callback delegate boilerplate that comes along with it.
5 years ago
Nico de Poel 946b8572d4 Recreated the teleport splash particle effect
5 years ago
Nico de Poel 5e607f4239 Added implementation of generic "run particle effect", which is used for things like blood effects and bullet wall impacts. Also tweaked the setup of particle rendering to be more in line with QuakeSpasm, though I'll need to do a good A/B comparison sometime.
5 years ago
Nico de Poel d5d54188c9 Moved particle render queue to one before Transparent, so that they get rendered before the transparent water. Fixes particles drawing on top of water, which looked wrong.
5 years ago
Nico de Poel b25f2a54a9 Added a first version of the particle explosion effect, reconstructed using Unity's particle system as close to Quake's original particles as I can right now.
5 years ago
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