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Nico de Poel 66c62001d0 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
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Data 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
Game 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
Modules 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
Support 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
AudioManager.cs Set channels with 0 volume to automatically become virtual. This greatly reduces the number of real channels that are being used. 5 years ago
AudioManager.cs.meta Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
Bootstrap.cs Some cleanup and organization: 5 years ago
Bootstrap.cs.meta Added Unity code to interop with Quake DLL and test initialization from a Unity scene. 5 years ago
CallbackHandler.cs Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
CallbackHandler.cs.meta Moved all of the callbacks interop code into a separate class with a base class for some common abstractions. Allows for better organization of callbacks as the list grows. 5 years ago
Data.meta Some renaming and reorganization 5 years ago
Game.meta 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
Modules.meta Some renaming and reorganization 5 years ago
QuakeParms.cs Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
QuakeParms.cs.meta More code organization; putting QuakeParms in its own file and encapsulating the nitty gritty unmanaged code details, to make things overall more readable. 5 years ago
QuakeTextMarshaler.cs Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
QuakeTextMarshaler.cs.meta Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
Support.meta Moved some files around 5 years ago
SystemLibrary.cs Reworked library loading so that the native DLL and its functions are now loaded dynamically using native LoadLibrary/GetProcAddress calls and can be freed again with FreeLibrary. This allows the library to be unloaded while in the Unity Editor, making iteration on native code easier, and it's a first step on the way to loading multiple Quake instances simultaneously. 5 years ago
SystemLibrary.cs.meta Reworked library loading so that the native DLL and its functions are now loaded dynamically using native LoadLibrary/GetProcAddress calls and can be freed again with FreeLibrary. This allows the library to be unloaded while in the Unity Editor, making iteration on native code easier, and it's a first step on the way to loading multiple Quake instances simultaneously. 5 years ago
UniQuake.Interop.cs 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.Interop.cs.meta Split off native interop code for the main UniQuake class into a separate partial class file as well 5 years ago
UniQuake.cs 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.cs.meta Renamed UniQuake files and functions to have consistent casing 5 years ago