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Nico de Poel e321160e45 Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better. 5 years ago
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Plugins Updated FMOD to version 2.01.11 (latest stable) 5 years ago
Rendering Added URP Unlit shader to shader variants collection 5 years ago
Scenes Assign a player number to each UniQuake instance in split-screen as opposed to providing a library override. The UniQuake class can decide for itself how this maps to an alternate library filename. This player number is also provided to FMOD which allows its localized audio for split-screen feature to work properly. 5 years ago
Scripts Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better. 5 years ago
Shaders We can share one point sampler for both diffuse and emissive textures, so reduced it down to one 5 years ago
Styles Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better. 5 years ago
Plugins.meta Upgraded FMOD to version 2.00.16 (Core libraries only) and included 64-bit Windows libraries. Updated API's where necessary and removed all of the CD audio stuff as FMOD doesn't seem to support this anymore, and we're not interested in it anyway. 5 years ago
Rendering.meta Added Universal Rendering Pipeline (URP) to the Unity project 5 years ago
Scenes.meta First commit of an empty Unity project with some basic setup: 5 years ago
Scripts.meta Added Unity code to interop with Quake DLL and test initialization from a Unity scene. 5 years ago
Shaders.meta First experimental shader using lightmaps, based on URP's Unlit shader. Needed to change the project's Color Space to Gamma for the lightmapped output to look correct. 5 years ago
Styles.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