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Nico de Poel e922e06f99 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
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Materials Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look. 5 years ago
GLQuake.asset Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code). 5 years ago
GLQuake.asset.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
Materials.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
Software.asset Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies. 5 years ago
Software.asset.meta Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies. 5 years ago