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Nico de Poel
bd39eb57cc
Added entity lighting support, by forwarding the shade vector and light color from the engine to Unity. The lighting calculations are replicated in the Quake shader.
This is currently per-pixel shading (as opposed to the more authentic gouraud shading) and it's only applied to alias models at the moment. Brush models will have to be figured out properly.
5 years ago
..
FMOD
Updated FMOD to version 2.01.11 (latest stable)
5 years ago
Quake
Added entity lighting support, by forwarding the shade vector and light color from the engine to Unity. The lighting calculations are replicated in the Quake shader.
5 years ago
UniQuake
Added entity lighting support, by forwarding the shade vector and light color from the engine to Unity. The lighting calculations are replicated in the Quake shader.
5 years ago
Windows
Added Release configuration for Windows x86 and x86_64
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