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Nico de Poel
eefef2097e
Implemented split tracer trails for e.g. Scrag projectiles using Unity's radial velocity. Probably the least accurate particle effect recreation so far, but this one is very tricky to accurately emulate as it is in Quake.
Also fixed the min/max random color thing for other trails. If we want to pick a random static color between two extremes, then we need to use min/max and not a gradient.
5 years ago
..
AliasModel.cs
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
AliasModel.cs.meta
Moved some files around
5 years ago
AliasModelAnimator.cs
Updated project to Unity 2020.3.14 and fixed some minor issues after upgrade
5 years ago
AliasModelAnimator.cs.meta
Moved some files around
5 years ago
BrushModel.cs
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
BrushModel.cs.meta
Moved some files around
5 years ago
ParticleTrailController.cs
Implemented split tracer trails for e.g. Scrag projectiles using Unity's radial velocity. Probably the least accurate particle effect recreation so far, but this one is very tricky to accurately emulate as it is in Quake.
5 years ago
ParticleTrailController.cs.meta
First version of particle trail, supporting rocket trail, smoke trail and blood trail.
5 years ago
TextureSet.cs
Organize alias model textures into skins and animation frames
5 years ago
TextureSet.cs.meta
Start on organization of textures into texture sets, and implemented a basic test for alias model entities, which are now properly textured including fullbright (emissive) textures.
5 years ago