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Nico de Poel a8defed5de Allow game and viewmodel layers to be specified at the level of each UniQuake instance. This will allow multiple instances of the game to run side-by-side with each their own rendering layers. 5 years ago
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Materials 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.asset 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.asset.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
Materials.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