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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
..
stub
Renamed stub_vidgl to vid_uniquake because it contains more than just some stubs (and will get more things added in the future)
5 years ago
gl_uniquake.c
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
in_uniquake.c
Added empty implementation of input module for UniQuake, to take over duties from SDL
5 years ago
net_uniquake.c
Removed Windows-specific IPX and TCP/IP LAN drivers from the project and replaced them with a UniQuake net implementation that doesn't actually have any LAN drivers, i.e. only local loopback connections will work.
5 years ago
sys_uniquake.c
Stubbed out the remaining OpenGL calls, disabled everything SDL, ifdef'ed out OpenGL 2.0-related code, and added a new stub for remaining VID_ and GL_ calls. Portable configuration compiles now, though it still crashes at run-time.
5 years ago
uniquake.c
Added back in acknowledgements. Seems fair.
5 years ago
uniquake.h
Replaced UQE-based engine code with a modified QuakeSpasm, stripping out all music codecs (obviously losing music playback capability but that'll be re-added later), and compiling to a DLL with the UniQuake integration code added in.
5 years ago
vid_uniquake.c
Renamed stub_vidgl to vid_uniquake because it contains more than just some stubs (and will get more things added in the future)
5 years ago