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Nico de Poel 39daacceff Added support for static entities. In the context of UniQuake, these are just like regular entities, but they are only assigned a model and transform once at map load. 5 years ago
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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
game_uniquake.c Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay! 5 years ago
gl_uniquake.c 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
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 First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something. 5 years ago
uniquake.h First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something. 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