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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
..
AliasModel.cs
"Fixed" coordinate conversion from Quake to Unity, by swizzling Y and Z coordinates during vector conversion. There seems to be a lot of confusion and disagreement about Quake's coordinate system, but this setup is simple and looks correct both in-game and in-editor, and the world isn't mirrored anymore either.
5 years ago
AliasModel.cs.meta
Further mesh research: create an individual mesh for each animation sequence, with a single blend shape animation per mesh. Added an AliasModel class to manage meshes and find the correct animations. With this we can smoothly animate looped animation cycles.
5 years ago
AliasModelAnimator.cs
Fixed non-smoothed animations not actually landing on the key frames
5 years ago
AliasModelAnimator.cs.meta
Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing.
5 years ago
BrushModel.cs
Some cleanup and organization:
5 years ago
BrushModel.cs.meta
Reconstruct brush model data based on glpoly_t data generated by GLQuake. We can now successfully display BSP maps in Unity!
5 years ago
RenderModule.Interop.cs
Added callback function to allow Quake to send the view parameters to Unity, and apply them to the main camera. This makes actual movement through the map in Unity possible.
5 years ago
RenderModule.Interop.cs.meta
Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read.
5 years ago
RenderModule.cs
Some cleanup and organization:
5 years ago
RenderModule.cs.meta
Some renaming and reorganization
5 years ago
SystemModule.Interop.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
SystemModule.Interop.cs.meta
Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read.
5 years ago
SystemModule.cs
Fixed compatibility issues with Scourge Done Slick:
5 years ago
SystemModule.cs.meta
Some renaming and reorganization
5 years ago