You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
Nico de Poel 883bc26026 Keep mesh data for alias models in CPU RAM (i.e. read/write) because apparently that's necessary to make them visible on skinned mesh renderers in standalone builds. 5 years ago
..
FMOD Added FMOD Core library to the engine project 5 years ago
Quake Create world submodel game objects and link them to entities, allowing doors and buttons and such to work properly. Also don't bother linking the view entity to a model. 5 years ago
UniQuake 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
Windows 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
LICENSE.txt Replaced UQE-based engine code with a modified QuakeSpasm, stripping out all music codecs (obviously losing music playback capability but that'll be re-added later), and compiling to a DLL with the UniQuake integration code added in. 5 years ago
Quakespasm-Music.txt Replaced UQE-based engine code with a modified QuakeSpasm, stripping out all music codecs (obviously losing music playback capability but that'll be re-added later), and compiling to a DLL with the UniQuake integration code added in. 5 years ago
Quakespasm.html Replaced UQE-based engine code with a modified QuakeSpasm, stripping out all music codecs (obviously losing music playback capability but that'll be re-added later), and compiling to a DLL with the UniQuake integration code added in. 5 years ago
Quakespasm.txt Replaced UQE-based engine code with a modified QuakeSpasm, stripping out all music codecs (obviously losing music playback capability but that'll be re-added later), and compiling to a DLL with the UniQuake integration code added in. 5 years ago