Nico de Poel
d61847a35d
Removed PS4 and PS5 SDK overrides
5 years ago
Nico de Poel
764f2a8a0f
Optimized lightmap uploads by converting the raw byte pointer from Quake to a NativeArray (unsafe code required) and passing that directly to SetPixelData. This does away with the extra copying step and removes garbage created by Texture2D's implementation.
The old code path is still kept around since the NativeArray version doesn't work inside the Editor for some reason, but it does in standalone builds.
5 years ago
Nico de Poel
2b8853237c
Upgraded project to Unity 2020.3.15 and updated packages
5 years ago
Nico de Poel
0da0a0e030
Use optimized compile settings for PS4, which produces significantly faster development builds
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
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
05a4de89a1
Minor things that have accumulated over time
5 years ago
Nico de Poel
b32b15291c
Added plugins, packages and project settings for Game Core
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
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
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
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
0899855b51
Updated project to Unity 2020.3.14 and fixed some minor issues after upgrade
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
8fcbac51a4
Fixed some minor issues related to Unity update
5 years ago
Nico de Poel
bb51a24080
Updated project to Unity 2020.3.7
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.
- Added shader variant collection to allow use of the URP simple lit shader in a standalone build
5 years ago
Nico de Poel
cfb73cb1e9
Added Universal Rendering Pipeline (URP) to the Unity project
5 years ago
Nico de Poel
ac0be29e11
Upgraded project to Unity 2020.3.2
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:
- Use OpenGL only on Windows (temporary while we integrate Quake as a native rendering plugin first)
- Imported new Input System package
- Set physics tick rate to 10 fps (default for Quake)
5 years ago