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Nico de Poel 79b47065c7 Moved particle callbacks to Unity above the original particle effect code, so that if the "no more particles" return branch is taken, the effect will still be forwarded to Unity. Fixes missing particle effects in some scenes. 5 years ago
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GameModule.Interop.cs Reworked native-to-managed interface to particle effects, to group together similar types of effects and distinguish them using an enum. This reduces the need for a ton of similar-looking overloads and all of the callback delegate boilerplate that comes along with it. 5 years ago
GameModule.Interop.cs.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
GameModule.cs Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better. 5 years ago
GameModule.cs.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
RenderModule.Interop.cs Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring 5 years ago
RenderModule.Interop.cs.meta Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read. 5 years ago
RenderModule.cs First implementation of dynamically updated lightmap textures. These are uploaded from the Quake engine to Unity on map load, and whenever a lightmap texture changes. 5 years ago
RenderModule.cs.meta Some renaming and reorganization 5 years ago
SystemModule.Interop.cs Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring 5 years ago
SystemModule.Interop.cs.meta Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read. 5 years ago
SystemModule.cs Fixed compatibility issues with Scourge Done Slick: 5 years ago
SystemModule.cs.meta Some renaming and reorganization 5 years ago