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
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
Nico de Poel
331aa4bccc
Some cleanup and organization:
- Removed a bunch of dead testing code
- Provide a camera to the UniQuake script which the render module can then manipulate
- Removed unused fields from QModel, which also fixes yet another text decoding issue in Zerstörer (the ö appears in the map's entity data)
- Shut down Quake engine OnApplicationQuit, which allows clean shutdown using the Play button in the Unity editor
- Use QTexture pointer as key for grouping surfaces, which removes the need for a bunch of redundant data marshaling
- Added disposal function for brush models
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.
- Added shader variant collection to allow use of the URP simple lit shader in a standalone build
5 years ago
Nico de Poel
75b9427296
Fixed compatibility issues with Scourge Done Slick:
- Implement Sys_DoubleTime with a clock function that keeps running and doesn't update only once per frame. Fixes infinite loop in Host_ShutdownServer.
- Readded missing "play" and "playvol" console commands.
- Ignore console messages that contain only whitespace.
5 years ago
Nico de Poel
64b4ac812b
Split off native interop code for the main UniQuake class into a separate partial class file as well
5 years ago
Nico de Poel
1a5ff9b64b
Send normal logs to Unity again, but for the Update loop collect all logs and flush the contents only once per frame
5 years ago
Nico de Poel
548b72aed1
Minor bits:
- Consolidate FMOD closing code into a single method
- Added some experimental (commented-out) code to test running multiple instances of Quake
- Extra validation checks in FMOD music code
- Removed QuakeSpasm "feature" that skipped the demo reel at startup
5 years ago
Nico de Poel
243bb70613
Rewrote the BGM system using FMOD, making the whole codec system rather obsolete
5 years ago
Nico de Poel
e416868650
Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm:
- Extended QuakeParms with additional fields required by QuakeSpasm, and marshal it to a fixed memory block so that the engine can hold on to a reference.
- Increased heap size to 128 MB
- Some minor renaming and refactoring
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
404f19a56d
Renamed mod* to gl* to reflect that it's about rendering in general, and cleaned up & rearranged some code
5 years ago
Nico de Poel
264848f832
Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device.
5 years ago
Nico de Poel
3b4382954a
Some renaming and reorganization
5 years ago
Nico de Poel
b19df802c7
Reworked library loading so that the native DLL and its functions are now loaded dynamically using native LoadLibrary/GetProcAddress calls and can be freed again with FreeLibrary. This allows the library to be unloaded while in the Unity Editor, making iteration on native code easier, and it's a first step on the way to loading multiple Quake instances simultaneously.
5 years ago
Nico de Poel
276d66434e
Moved time registration to the main UniQuake class
5 years ago
Nico de Poel
fa50659490
Use custom exceptions to stop control flow in the Quake engine on Error and Quit, and shut down the engine. Doesn't work quite as intended yet (Quit will terminate the entire Unity application for some reason, instead of just Quake) but it's a step in the right direction.
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
0fafaf32ad
Callback target pointer is now contained within the struct passed to native. Organized yet more code to move generic GCHandle stuff into the base class.
5 years ago
Nico de Poel
b3d419d1ad
More code organization; putting QuakeParms in its own file and encapsulating the nitty gritty unmanaged code details, to make things overall more readable.
5 years ago
Nico de Poel
c2f4d854e0
Moved all of the callbacks interop code into a separate class with a base class for some common abstractions. Allows for better organization of callbacks as the list grows.
5 years ago
Nico de Poel
b2ad8a5074
Added an opaque target pointer to each callback function, so that Unity can pass an object instance and use that instance when processing callbacks.
5 years ago
Nico de Poel
9c5e00b8a0
Modified callback conventions so that the paradigm is more Unity implementing system calls required by Quake in whatever way works best, rather than Quake calling specific Unity functions.
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
2ef1b24042
Further simplified mechanism for creating and pinning callbacks. We don't care about the individual GCHandles so just throw them into a list for easy management.
5 years ago
Nico de Poel
38840fa7c3
Reorganized callbacks so that the function pointers and the containing class are all pinned, which makes them safe to store inside the DLL and reuse them on subsequent update calls.
5 years ago
Nico de Poel
0928173a43
Fixed command-line argument passing, and simplified code to set up callbacks
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