Commit Graph

  • d56f00f882 Enabled incremental GC to get rid of some occasional stutters in the editor master Nico de Poel 2023-08-30 14:34:20 +0200
  • 3d97e20821 Upgraded project to Unity 2022.3 LTS, including upgrade of URP package to version 14.0 Nico de Poel 2023-08-25 17:15:35 +0200
  • 47e9ffe6a7 Initial WIP readme readme Nico de Poel 2022-07-19 22:46:44 +0200
  • 09bee7d741 Additional project files created after Unity 2021.3 upgrade Nico de Poel 2022-04-20 17:17:37 +0200
  • 854aba77a9 Additional project file updates for consoles console Nico de Poel 2022-04-20 16:17:44 +0200
  • e97fe69e82 Copy PDB files to Plugins directory for Xbox release builds as well Nico de Poel 2022-04-20 11:11:28 +0200
  • b6ddd8252f Updated FMOD static libraries for console builds to 2.02.06 as well Nico de Poel 2022-04-20 11:10:10 +0200
  • 1a0d1e71c4 Updated FMOD for all consoles to version 2.02.06 with the latest SDK's Nico de Poel 2022-04-19 22:00:18 +0200
  • 7945a397d3 Rebuilt PS kernel shims using PS4 SDK 9.00 and PS5 SDK 4.00 Nico de Poel 2022-04-19 21:50:37 +0200
  • 182760038d Merge branch 'master' into console Nico de Poel 2022-04-19 19:28:09 +0200
  • 8f2e2d886f Updated FMOD to version 2.02.06 for the native engine plugin project Nico de Poel 2022-04-19 16:56:06 +0200
  • f48a1d2dca Particle effect prefabs reserialized by Unity 2021.3 Nico de Poel 2022-04-19 16:28:51 +0200
  • 1e948a2dd3 Marshal animation frame names as bytes and manually decode them using QuakeTextMarshaler. Fixes invalid byte sequence exception upon loading QRally. Nico de Poel 2022-04-19 16:28:14 +0200
  • 7d05204966 Updated FMOD to version 2.02.06 Nico de Poel 2022-04-19 14:29:31 +0200
  • 50ed817e69 Upgraded project to Unity 2021.3 LTS, including upgrade of URP package to version 12.1 Nico de Poel 2022-04-19 13:50:42 +0200
  • b9333527c2 Fixed engine initialization of FMOD to work with the latest version Nico de Poel 2021-09-14 12:43:14 +0200
  • ab80212bbb Updated FMOD libraries to 2.02.03 in the Unity project plugins Nico de Poel 2021-09-14 12:42:52 +0200
  • 7d0795d1aa Updated FMOD libraries to 2.02.03 (latest stable release branch) Nico de Poel 2021-09-14 12:35:28 +0200
  • 849f770e19 Rebuilt PS4 and PS5 kernel shims using latest SDK's Nico de Poel 2021-08-15 14:14:10 +0200
  • d61847a35d Removed PS4 and PS5 SDK overrides Nico de Poel 2021-08-15 14:05:24 +0200
  • 5710581295 Merge branch 'master' into console Nico de Poel 2021-08-15 13:56:06 +0200
  • 5dc8d2ff78 Rewrote surface grouping method to be iterative instead of tail-recursive. Fixes potential stack overflow issues when loading particularly large and complex maps. Nico de Poel 2021-08-10 12:42:33 +0200
  • bd39eb57cc Added entity lighting support, by forwarding the shade vector and light color from the engine to Unity. The lighting calculations are replicated in the Quake shader. This is currently per-pixel shading (as opposed to the more authentic gouraud shading) and it's only applied to alias models at the moment. Brush models will have to be figured out properly. Nico de Poel 2021-08-10 11:49:02 +0200
  • 1dac280794 Changed speed modifier for core part of rocket explosion to a curve, which looks better Nico de Poel 2021-08-07 14:56:22 +0200
  • 15612f7d1c Added missing assignment Nico de Poel 2021-08-06 19:11:00 +0200
  • 01a36906a9 Tweaked split tracer trail again, which is a little bit closer to the proper effect now. Nico de Poel 2021-08-06 16:52:11 +0200
  • 612dbca12a Improved particle trail management: instead of instantiating many tiny particle effects for each segment of the trail, instantiate a single particle trail effect and attach it to the entity. The particle system is made looping and simulates in world space, to have it create a proper trail. Particle trails are destroyed with a delay when detached from their entity, so that the particles have the time to finish their simulation. Nico de Poel 2021-08-06 16:35:08 +0200
  • eefef2097e Implemented split tracer trails for e.g. Scrag projectiles using Unity's radial velocity. Probably the least accurate particle effect recreation so far, but this one is very tricky to accurately emulate as it is in Quake. Also fixed the min/max random color thing for other trails. If we want to pick a random static color between two extremes, then we need to use min/max and not a gradient. Nico de Poel 2021-08-06 11:59:30 +0200
  • 5b99d8374f Also implemented slight blood and vore ball particles trails Nico de Poel 2021-08-04 23:31:42 +0200
  • 4c648a1f5a First version of particle trail, supporting rocket trail, smoke trail and blood trail. Nico de Poel 2021-08-04 20:24:20 +0200
  • 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. The old code path is still kept around since the NativeArray version doesn't work inside the Editor for some reason, but it does in standalone builds. Nico de Poel 2021-08-04 14:27:56 +0200
  • 3e83559b6f Renamed style files and directories, now that the structure has crystallized somewhat Nico de Poel 2021-08-03 18:29:38 +0200
  • 2b8853237c Upgraded project to Unity 2020.3.15 and updated packages Nico de Poel 2021-08-03 13:17:31 +0200
  • 852878765b Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects. Nico de Poel 2021-08-03 10:18:34 +0200
  • c41003a6ed First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right. Nico de Poel 2021-08-03 00:30:01 +0200
  • d44e75c620 Implemented the color mapped explosion effect introduced by the Rogue expansion pack Nico de Poel 2021-08-02 17:17:53 +0200
  • c5122fa2ea Further tweaked particle explosion and used a curve speed modifier to more closely match the look of the original Quake effect Nico de Poel 2021-08-02 15:44:43 +0200
  • 79b47065c7 Moved particle callbacks to Unity above the original particle effect code, so that if the "no more particles" return branch is taken, the effect will still be forwarded to Unity. Fixes missing particle effects in some scenes. Nico de Poel 2021-08-02 13:33:52 +0200
  • 232564a411 Tweaked lava splash to look more closely like the Quake original effect Nico de Poel 2021-08-02 13:27:07 +0200
  • 3077ccf1e1 Emulated the particle scale hack performed by QuakeSpasm by slightly increasing the start size of each particle (1.08 x 1.27 = 1.38) and by setting a minimum particle screen size. Nico de Poel 2021-08-02 12:57:19 +0200
  • 827a504356 Redrawn particle sprite with higher hardness value (97) for a sharper edge, which makes them resemble the mathematically generated ones from QuakeSpasm more closely, as well as making them appear larger. Scaled back down the particle size settings to compensate. Nico de Poel 2021-08-02 12:27:23 +0200
  • ecdc9d1f0e Disabled mipmapping on particle sprite so that it gets a very sharp and defined look, similar to QuakeSpasm. Nico de Poel 2021-08-02 11:26:59 +0200
  • 3bbd3f8a4e Scaled up particles even further, which now seems to match the size of QuakeSpasm pretty well Nico de Poel 2021-08-02 11:14:01 +0200
  • ab8b2295df Compile original particle code only when USE_OPENGL is defined. This means the old particle simulations are not being executed when in headless mode. Nico de Poel 2021-08-02 10:53:01 +0200
  • 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. Nico de Poel 2021-08-02 10:43:47 +0200
  • 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. Nico de Poel 2021-08-01 23:56:08 +0200
  • 946b8572d4 Recreated the teleport splash particle effect Nico de Poel 2021-08-01 22:07:23 +0200
  • 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. Nico de Poel 2021-08-01 14:27:13 +0200
  • 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. Nico de Poel 2021-08-01 01:32:55 +0200
  • 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. Nico de Poel 2021-08-01 01:11:36 +0200
  • 104503b986 Added Release configuration for Windows x86 and x86_64 Nico de Poel 2021-07-31 23:56:08 +0200
  • 170f062660 Added Release configurations for PS4 and PS5, and fixed a minor compiler warning Nico de Poel 2021-07-31 16:46:44 +0200
  • 569b00bdbd Set up Release build configurations for Xbox One and Scarlett Nico de Poel 2021-07-31 11:07:38 +0200
  • 0da0a0e030 Use optimized compile settings for PS4, which produces significantly faster development builds Nico de Poel 2021-07-30 17:08:07 +0200
  • 44231b97fa Move FMOD mixer thread off the same core as the Unity main thread Nico de Poel 2021-07-30 16:53:35 +0200
  • 3176116542 Upgraded FMOD for consoles to 2.01.11 Nico de Poel 2021-07-30 16:33:59 +0200
  • 6f290779c4 Merge branch 'master' into console Nico de Poel 2021-07-30 16:17:20 +0200
  • e922e06f99 Assign a player number to each UniQuake instance in split-screen as opposed to providing a library override. The UniQuake class can decide for itself how this maps to an alternate library filename. This player number is also provided to FMOD which allows its localized audio for split-screen feature to work properly. Nico de Poel 2021-07-30 16:08:30 +0200
  • e37d6f0a78 Bumped heap space to 256 MB since we'll need to go there sooner or later anyway Nico de Poel 2021-07-30 15:59:19 +0200
  • 2a23096293 Entity null checks are rather useless here since GetEntity never returns null Nico de Poel 2021-07-30 15:57:11 +0200
  • 46cafd0c63 Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring Nico de Poel 2021-07-30 15:38:16 +0200
  • 2a4ec90ff1 Reworked setup of native-to-managed callbacks. The "target" pointer is no longer a part of the callbacks struct, instead this is now supplied and stored as an opaque "context" pointer along with a pointer to the callbacks struct. These are provided through separate SetCallbacks functions before initializing the UniQuake native plugin. This cleans up several functions and requires less use of global pointers, while also making it easier to see how things fit together and how to add new modules in the future. Nico de Poel 2021-07-30 14:16:47 +0200
  • ec87ac10b0 Added profiler sampling to the Game and Render callbacks, to make it easier to measure performance of native-to-managed callbacks Nico de Poel 2021-07-30 13:49:19 +0200
  • 5a364b713a Added some wildcard ignore entries Nico de Poel 2021-07-30 13:31:42 +0200
  • 5b333f698b Updated FMOD to version 2.01.11 (latest stable) Nico de Poel 2021-07-30 13:27:21 +0200
  • e62ac3f4a6 Scale the fps counter so that it appears the same size at all resolutions Nico de Poel 2021-07-29 22:18:57 +0200
  • 2de4c7af98 Merge branch 'master' into console Nico de Poel 2021-07-29 21:28:23 +0200
  • 8fc85d5ecb Reworked brush game object creation so that entity brush models are configured differently from world brush models. Rearranged the VisualStyle class to fit this strategy. Nico de Poel 2021-07-28 19:18:48 +0200
  • 475444f904 We can share one point sampler for both diffuse and emissive textures, so reduced it down to one Nico de Poel 2021-07-28 17:36:33 +0200
  • f0bda1fcb1 Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies. Nico de Poel 2021-07-28 17:21:31 +0200
  • 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). Nico de Poel 2021-07-28 16:55:17 +0200
  • fcc41b0154 Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look. Nico de Poel 2021-07-28 15:06:51 +0200
  • 54c49bad34 Added some missing initialization that was messing up the view frustum calculations. This fixes dynamic lightmaps not getting updated due to surfaces being culled incorrectly. Nico de Poel 2021-07-28 10:52:07 +0200
  • cce1ed6d47 Reuse the same lightmap byte buffer, since the lightmap dimensions are static anyway. Reduces the amount of garbage produced by dynamic lightmap uploading. Nico de Poel 2021-07-28 10:33:33 +0200
  • 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. Nico de Poel 2021-07-27 21:35:05 +0200
  • 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. It has been tested and found (mostly) working by manipulating the UVs on surface meshes, applying the lightmap as main texture, and using an unlit shader. This is not part of the commit. Nico de Poel 2021-07-27 14:03:22 +0200
  • f668c97b52 Reworked the entity animation system, so that blending between poses is pulled fully to the Unity side. With this we can detect the situation where we are trying to blend from one animation sequence to another. Since this is not possible in UniQuake due to each animation sequence being converted to a separate mesh, we instead hold the poses for a frame as if we're not using animation lerping at all. This fixes the occasional animation glitch where the previous sequence would be animated a bit too far, which can be very noticeable on non-looping animation sequences (e.g. the Chthon's rise animation). Nico de Poel 2021-07-26 21:05:06 +0200
  • 592c326b53 Added a scene to experiment with split-screen running multiple instances of the game. Added the ability to override the default engine library name, and added additional layers for camera masking. Nico de Poel 2021-07-23 16:03:11 +0200
  • 19f63f4794 Use HeapAlloc to allocate hunk memory for the engine on Xbox. This reserves memory from the title's pool as opposed to the system's pool, which allows us to get the full 128 MB (or more) that we desire. Nico de Poel 2021-07-23 11:26:10 +0200
  • 39c238b7ff Added .meta files for console engine plugins. The actual plugin files are not included since they are compilation output, but including the loose .meta files ensures those plugins will be imported correctly when built. Nico de Poel 2021-07-23 10:53:54 +0200
  • c65f22a674 Added support for native Xbox Series X|S (Scarlett) builds Nico de Poel 2021-07-23 10:52:34 +0200
  • cdc6a9754e Removed mock FMOD project, as we now have all the original FMOD libraries that we need Nico de Poel 2021-07-23 09:17:08 +0200
  • 83a8e13208 Merge branch 'master' into console Nico de Poel 2021-07-23 09:15:02 +0200
  • 05a4de89a1 Minor things that have accumulated over time Nico de Poel 2021-07-23 09:13:27 +0200
  • e0ce62d2ec Prevent double allocations of memory block for quakeparms, and report if allocation of hunk memory fails. Nico de Poel 2021-07-23 09:11:31 +0200
  • d3a585beee Added a volume slider to the inspector for the audio manager, so we can silence the game during testing if audio is not needed Nico de Poel 2021-07-23 09:10:59 +0200
  • 9b6a15337d Fixes to make the game run on Xbox One: limit allocated heap memory to 32 MB (for now). Also copy PDB file for engine to native plugin directory. Nico de Poel 2021-07-23 08:59:31 +0200
  • 3b75e81c62 Added proper FMOD libraries for Xbox One downloaded from the FMOD website, and linked the UniQuake engine project against those. Nico de Poel 2021-07-23 08:23:52 +0200
  • 6869f4ed63 Updated Unity code for Game Core Nico de Poel 2021-07-22 13:31:55 +0200
  • 68f0cc16e1 Added a framerate counter and let the game run at 120 fps on next-gen console hardware Nico de Poel 2021-07-22 13:31:00 +0200
  • b32b15291c Added plugins, packages and project settings for Game Core Nico de Poel 2021-07-22 13:10:38 +0200
  • fc4b03f356 Updated engine project with build target for Game Core Xbox One, with a few code changes to make it compile. Still awaiting the FMOD native libraries for Xbox One. Nico de Poel 2021-07-22 11:23:13 +0200
  • 47770a562c Removed unnecessary preprocessor defines from PS4 engine build Nico de Poel 2021-07-21 15:43:48 +0200
  • cf976698b9 Set up Unity project for PS5 builds. UniQuake now runs natively on PS5 as well, yay! Nico de Poel 2021-07-21 11:27:21 +0200
  • 6472eb74d6 Updated engine project with PS5 (Prospero) build settings Nico de Poel 2021-07-21 11:12:26 +0200
  • 2ed28eb59b Added plugins and packages required for PS5 builds Nico de Poel 2021-07-21 10:57:43 +0200
  • e0ad3ebd5e Merge branch 'master' into console Nico de Poel 2021-07-21 10:15:33 +0200
  • 06881c8036 Fixed compiler warning related to implicit pointer type conversion Nico de Poel 2021-07-21 10:14:17 +0200
  • 24cb838f7b Set PS4 Pro resolution to 1800p. Not sure what will actually be the best resolution for this SKU... choosing something somewhere in the middle now. Nico de Poel 2021-07-21 10:11:13 +0200
  • b5334fcbe4 Added FMOD libraries for PS4 with the correct version and including the static stub libraries this time. Updated the engine project to link against these libraries. Nico de Poel 2021-07-21 09:09:02 +0200