17 Commits (fab7f6503f96e97d2a352a262f1cd2128a1293e4)

Author SHA1 Message Date
Nico de Poel fab7f6503f Allow entity skin number to be passed and apply the corresponding textures to the entity material 5 years ago
Nico de Poel c12ff0c503 Organize alias model textures into skins and animation frames 5 years ago
Nico de Poel 67980400ef Apply full bright textures to brush models. This is really starting to look a lot like Quake now! 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 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 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 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 9345b0d15c Allow GameModule to directly access entities. Removes some pointless indirection and boilerplate code in GameState. 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 1a1c219bf6 Removed frame number stuff from SetEntityModel since it's not producing the correct values. Correctly detect non-world brush models and sprites, although they're not implemented yet. 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