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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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QConstants.cs Reuse the same lightmap byte buffer, since the lightmap dimensions are static anyway. Reduces the amount of garbage produced by dynamic lightmap uploading. 5 years ago
QConstants.cs.meta Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago
QExtensions.cs Reworked coordinate and rotation conversion from Quake to Unity. It still feels weird, but entity models are now seemingly oriented correctly, and some strange edge cases with entities rotating in the wrong direction have been cleared up. 5 years ago
QExtensions.cs.meta Some renaming and reorganization 5 years ago
QLightNormals.cs First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible. 5 years ago
QLightNormals.cs.meta First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible. 5 years ago
QMath.cs Reconstruct brush model data based on glpoly_t data generated by GLQuake. We can now successfully display BSP maps in Unity! 5 years ago
QMath.cs.meta Some renaming and reorganization 5 years ago
QModel.cs Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid. 5 years ago
QModel.cs.meta Some renaming and reorganization 5 years ago
QTexture.cs Cache brush surface texture numbers instead of re-marshaling them on each access. Fixes textures getting mixed up on brush model entities after map switch. 5 years ago
QTexture.cs.meta Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago