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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. 5 years ago
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stub Replaced the OpenGL headers in portable mode with bog standard ones taken from the Mesa3D project. This removes the last dependencies on SDL code and will help in the pursuit of true portability. 5 years ago
game_uniquake.c Reworked the entity animation system, so that blending between poses is pulled fully to the Unity side. With this we can detect the situation where we are trying to blend from one animation sequence to another. Since this is not possible in UniQuake due to each animation sequence being converted to a separate mesh, we instead hold the poses for a frame as if we're not using animation lerping at all. This fixes the occasional animation glitch where the previous sequence would be animated a bit too far, which can be very noticeable on non-looping animation sequences (e.g. the Chthon's rise animation). 5 years ago
gl_uniquake.c 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. 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