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Nico de Poel
c5cefca10d
Minor fixes for compatibility issues with QRally:
- Handle null frame names when matching with animation regex
- Default to skin 0 when the provided skin number is out of range
- Convert polygon vertices directly to Unity coordinate positions
5 years ago
..
stub
Renamed stub_vidgl to vid_uniquake because it contains more than just some stubs (and will get more things added in the future)
5 years ago
game_uniquake.c
Allow entity skin number to be passed and apply the corresponding textures to the entity material
5 years ago
gl_uniquake.c
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
in_uniquake.c
Added empty implementation of input module for UniQuake, to take over duties from SDL
5 years ago
net_uniquake.c
Removed Windows-specific IPX and TCP/IP LAN drivers from the project and replaced them with a UniQuake net implementation that doesn't actually have any LAN drivers, i.e. only local loopback connections will work.
5 years ago
sys_uniquake.c
Stubbed out the remaining OpenGL calls, disabled everything SDL, ifdef'ed out OpenGL 2.0-related code, and added a new stub for remaining VID_ and GL_ calls. Portable configuration compiles now, though it still crashes at run-time.
5 years ago
uniquake.c
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
uniquake.h
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
vid_uniquake.c
Renamed stub_vidgl to vid_uniquake because it contains more than just some stubs (and will get more things added in the future)
5 years ago