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Nico de Poel 46cafd0c63 Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring 5 years ago
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Plugins Updated FMOD to version 2.01.11 (latest stable) 5 years ago
Rendering Added URP Unlit shader to shader variants collection 5 years ago
Scenes 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
Scripts Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring 5 years ago
Shaders We can share one point sampler for both diffuse and emissive textures, so reduced it down to one 5 years ago
Styles Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies. 5 years ago
Plugins.meta Upgraded FMOD to version 2.00.16 (Core libraries only) and included 64-bit Windows libraries. Updated API's where necessary and removed all of the CD audio stuff as FMOD doesn't seem to support this anymore, and we're not interested in it anyway. 5 years ago
Rendering.meta Added Universal Rendering Pipeline (URP) to the Unity project 5 years ago
Scenes.meta First commit of an empty Unity project with some basic setup: 5 years ago
Scripts.meta Added Unity code to interop with Quake DLL and test initialization from a Unity scene. 5 years ago
Shaders.meta First experimental shader using lightmaps, based on URP's Unlit shader. Needed to change the project's Color Space to Gamma for the lightmapped output to look correct. 5 years ago
Styles.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