8 Commits (ecdc9d1f0ec96adf670088300be41f7008d55b2f)

Author SHA1 Message Date
Nico de Poel ecdc9d1f0e Disabled mipmapping on particle sprite so that it gets a very sharp and defined look, similar to QuakeSpasm. 5 years ago
Nico de Poel 3bbd3f8a4e Scaled up particles even further, which now seems to match the size of QuakeSpasm pretty well 5 years ago
Nico de Poel e321160e45 Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better. 5 years ago
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