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Nico de Poel 852878765b Allow visual style to modify the particle templates during init, so GLQuake and Software styles can share the same particle systems, but apply different particle sizes and materials. Also slightly tweaked the minimum particle size on all effects. 5 years ago
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Entity.cs Reworked brush game object creation so that entity brush models are configured differently from world brush models. Rearranged the VisualStyle class to fit this strategy. 5 years ago
Entity.cs.meta 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
GameAssets.cs Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code). 5 years ago
GameAssets.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
GameState.cs Reworked brush game object creation so that entity brush models are configured differently from world brush models. Rearranged the VisualStyle class to fit this strategy. 5 years ago
GameState.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