9 Commits (fab7f6503f96e97d2a352a262f1cd2128a1293e4)

Author SHA1 Message Date
Nico de Poel 2e35a148b8 Use visual style reference to set up world and entity renderers and textures. With this we can clear out a LOT of debug code that was kept around for reference. 5 years ago
Nico de Poel e4903ca391 Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles. 5 years ago
Nico de Poel 331aa4bccc Some cleanup and organization: 5 years ago
Nico de Poel ebfce9863b Allow additional arguments to be passed from debug UI, giving me a few more testing options 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. 5 years ago
Nico de Poel 303f064f52 Added the ability to start one of the mission packs and to test mods 5 years ago
Nico de Poel 3f74b45969 Renamed UniQuake files and functions to have consistent casing 5 years ago
Nico de Poel 6a06621b90 Added some fun stuff that allows you to play with the time scale in Quake, either speeding it up or slowing it down from Unity. 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