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Nico de Poel 05731a8e09 Removed redundant division in QTriVertex conversion, and scaled up the rest of the test scene to match. Fixes scale of imported alias models when compared to the world brush model. 5 years ago
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Data Removed redundant division in QTriVertex conversion, and scaled up the rest of the test scene to match. Fixes scale of imported alias models when compared to the world brush model. 5 years ago
Modules Removed redundant division in QTriVertex conversion, and scaled up the rest of the test scene to match. Fixes scale of imported alias models when compared to the world brush model. 5 years ago
AudioManager.cs Set channels with 0 volume to automatically become virtual. This greatly reduces the number of real channels that are being used. 5 years ago
AudioManager.cs.meta 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
Bootstrap.cs - Added the option to shut down a UniQuake instance from outside of Quake itself. Useful for when Quake is running headless. 5 years ago
Bootstrap.cs.meta Added Unity code to interop with Quake DLL and test initialization from a Unity scene. 5 years ago
CallbackHandler.cs Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
CallbackHandler.cs.meta 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
Data.meta Some renaming and reorganization 5 years ago
Modules.meta Some renaming and reorganization 5 years ago
QuakeParms.cs Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
QuakeParms.cs.meta 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
QuakeTextMarshaler.cs Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
QuakeTextMarshaler.cs.meta Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
SystemLibrary.cs 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
SystemLibrary.cs.meta 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
UniQuake.Interop.cs Allow passing of player number to FMOD for split-screen purposes. Not used for anything yet, but it's handy to have it in there already. 5 years ago
UniQuake.Interop.cs.meta Split off native interop code for the main UniQuake class into a separate partial class file as well 5 years ago
UniQuake.cs - Added the option to shut down a UniQuake instance from outside of Quake itself. Useful for when Quake is running headless. 5 years ago
UniQuake.cs.meta Renamed UniQuake files and functions to have consistent casing 5 years ago