16 Commits (d73d86ce11c135734574a3d4b51f5ca76c69458b)

Author SHA1 Message Date
Nico de Poel d73d86ce11 Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid. 5 years ago
Nico de Poel 59a64473b0 Marshal only one polygon per brush model surface for conversion into a Unity mesh. Any subsequent polygons are pre-tessellated versions meant for the water warping effect, which we won't need as this will be handled by GPU tessellation. Fixed garbled water surface caused by having two polygon meshes overlapping. 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 c5cefca10d Minor fixes for compatibility issues with QRally: 5 years ago
Nico de Poel c9271a7772 Cache brush surface texture numbers instead of re-marshaling them on each access. Fixes textures getting mixed up on brush model entities after map switch. 5 years ago
Nico de Poel c12ff0c503 Organize alias model textures into skins and animation frames 5 years ago
Nico de Poel fdaee3321f Start on organization of textures into texture sets, and implemented a basic test for alias model entities, which are now properly textured including fullbright (emissive) textures. 5 years ago
Nico de Poel a52b497ccb Reworked entity renderer assignment: both MeshRenderer and SkinnedMeshRenderer are created at the same time on init, and are enabled/disabled on demand. 5 years ago
Nico de Poel a2b8d32c00 Implemented automatic animating of group frame alias models, using the existing AliasModelAnimator component. 5 years ago
Nico de Poel 5390483b0b Upload non-world brush models and allow them to be assigned to entities. It's not terribly pretty but it (mostly) works. There still seems to be an issue with texture assignment on subsequent map loads. 5 years ago
Nico de Poel 883bc26026 Keep mesh data for alias models in CPU RAM (i.e. read/write) because apparently that's necessary to make them visible on skinned mesh renderers in standalone builds. 5 years ago
Nico de Poel c14faf2666 Dynamically create either MeshRenderer/MeshFilter or SkinnedMeshRenderer based on whether the model being assigned is animated or not. Gets rid of warnings on un-animated SkinnedMeshRenderers, and removes unnecessary components on brush model entities. 5 years ago
Nico de Poel 0dc5c1a14b Create world submodel game objects and link them to entities, allowing doors and buttons and such to work properly. Also don't bother linking the view entity to a model. 5 years ago
Nico de Poel 66c62001d0 Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay! 5 years ago
Nico de Poel e6fd7b83ae First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something. 5 years ago
Nico de Poel f944b7d4ff Moved some files around 5 years ago