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Nico de Poel 15612f7d1c Added missing assignment 5 years ago
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Data First version of particle trail, supporting rocket trail, smoke trail and blood trail. 5 years ago
Game 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. 5 years ago
Modules 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. 5 years ago
Support Added missing assignment 5 years ago
AudioManager.cs Added a volume slider to the inspector for the audio manager, so we can silence the game during testing if audio is not needed 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 Allow game and viewmodel layers to be specified at the level of each UniQuake instance. This will allow multiple instances of the game to run side-by-side with each their own rendering layers. 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 Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring 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
Game.meta 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
Layers.cs 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. 5 years ago
Layers.cs.meta Updated project to Unity 2020.3.14 and fixed some minor issues after upgrade 5 years ago
Modules.meta Some renaming and reorganization 5 years ago
QuakeParms.cs Prevent double allocations of memory block for quakeparms, and report if allocation of hunk memory fails. 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
SplitScreenTest.cs 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. 5 years ago
SplitScreenTest.cs.meta 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. 5 years ago
Support.meta Moved some files around 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 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. 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 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. 5 years ago
UniQuake.cs.meta Renamed UniQuake files and functions to have consistent casing 5 years ago
VisualStyle.cs 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. 5 years ago
VisualStyle.cs.meta 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