11 Commits (eefef2097e6ebf6aef6bb401b1fb57ed31f6ca08)

Author SHA1 Message Date
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. 5 years ago
Nico de Poel fc051df6da Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code). 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 c9a3d0430c First implementation of dynamically updated lightmap textures. These are uploaded from the Quake engine to Unity on map load, and whenever a lightmap texture changes. 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 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 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 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 453664031c Moved creation of game objects for the world to GameState, which is where the bridge between Quake's game logic and Unity's game objects will happen. Also includes destruction of said game objects, so that the world is properly destroyed and recreated on map change. 5 years ago
Nico de Poel 2c6f5bed1c Destroy game assets when the game is shut down. We can still inspect assets in-editor by using the Pause function. 5 years ago
Nico de Poel a886f3d993 First steps in reorganizing the project, so that assets and game state are managed separately from the interop modules. This will allow for a clearer picture of where gameplay-related interactions should take place, and how entities and such should be linked to their associated assets. 5 years ago