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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
..
Data
Some cleanup and organization:
5 years ago
Modules
Some cleanup and organization:
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
Some cleanup and organization:
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
Some cleanup and organization:
5 years ago
UniQuake.cs.meta
Renamed UniQuake files and functions to have consistent casing
5 years ago