10 Commits (e9529687e5e0e4688cb4f4a92490b279f64a541e)

Author SHA1 Message Date
Nico de Poel 9402848813 Further cleanup of FMOD code, removed all traces of CD audio and switching between CD and MOD music 5 years ago
Nico de Poel 75f0382070 Upgraded FMOD to version 2.00.16 (Core libraries only) and included 64-bit Windows libraries. Updated API's where necessary and removed all of the CD audio stuff as FMOD doesn't seem to support this anymore, and we're not interested in it anyway. 5 years ago
Nico de Poel ec8951fa7c First test to upload model data (brush models and alias models) from Quake to Unity 5 years ago
Nico de Poel 9be3852e55 First pass at making Quake engine code 64-bit ready. Not entirely stable yet, but it starts, runs and is partially playable. Will still crash when loading some levels. 5 years ago
Nico de Poel cb8bb17c63 Replaced native file I/O functions with managed versions implemented in Unity. Worked first try! :D 5 years ago
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 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