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Nico de Poel
da4bce4958
Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well!
Only thing not working is sound effects in FMOD. Since we're not using the full set of FMOD libraries yet, I'm not worrying too much about that one at the moment.
5 years ago
..
Entity.cs
Reworked visual style setup, reducing entity materials to just one material for both alias models and brush models, and turning material creation into a separate step. This makes it more obvious when new materials are created, and allows for more potential customization in sub-classes.
5 years ago
Entity.cs.meta
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
GameAssets.cs
Reworked entity renderer assignment: both MeshRenderer and SkinnedMeshRenderer are created at the same time on init, and are enabled/disabled on demand.
5 years ago
GameAssets.cs.meta
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
GameState.cs
Simplified call to create world material, which is just one method now that takes surface flags. The implementation will figure out which template material to use.
5 years ago
GameState.cs.meta
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