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Nico de Poel 54c49bad34 Added some missing initialization that was messing up the view frustum calculations. This fixes dynamic lightmaps not getting updated due to surfaces being culled incorrectly. 5 years ago
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Plugins Added SDL2 libraries required by QuakeSpasm (for now) 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 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
Shaders 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 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
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