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Nico de Poel
c9a3d0430c
First implementation of dynamically updated lightmap textures. These are uploaded from the Quake engine to Unity on map load, and whenever a lightmap texture changes.
It has been tested and found (mostly) working by manipulating the UVs on surface meshes, applying the lightmap as main texture, and using an unlit shader. This is not part of the commit.
5 years ago
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GLQuake_Entity.mat
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_Entity.mat.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
GLQuake_Liquid.mat
Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
5 years ago
GLQuake_Liquid.mat.meta
Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
5 years ago
GLQuake_World.mat
Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
5 years ago
GLQuake_World.mat.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