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Nico de Poel 59a64473b0 Marshal only one polygon per brush model surface for conversion into a Unity mesh. Any subsequent polygons are pre-tessellated versions meant for the water warping effect, which we won't need as this will be handled by GPU tessellation. Fixed garbled water surface caused by having two polygon meshes overlapping. 5 years ago
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GLQuake_Entity.mat Enable _EMISSION keyword on materials included in the standard visual style. Fixes fullbright emissive textures not appearing correctly in standalone builds. 5 years ago
GLQuake_Entity.mat.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
GLQuake_World.mat Enable _EMISSION keyword on materials included in the standard visual style. Fixes fullbright emissive textures not appearing correctly in standalone builds. 5 years ago
GLQuake_World.mat.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