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Nico de Poel f668c97b52 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
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fmod.cs Added FMOD Core library to the engine project 5 years ago
fmod.h Added FMOD Core library to the engine project 5 years ago
fmod.hpp Added FMOD Core library to the engine project 5 years ago
fmod_codec.h Added FMOD Core library to the engine project 5 years ago
fmod_common.h Added FMOD Core library to the engine project 5 years ago
fmod_dsp.cs Added FMOD Core library to the engine project 5 years ago
fmod_dsp.h Added FMOD Core library to the engine project 5 years ago
fmod_dsp_effects.h Added FMOD Core library to the engine project 5 years ago
fmod_errors.cs Added FMOD Core library to the engine project 5 years ago
fmod_errors.h Added FMOD Core library to the engine project 5 years ago
fmod_output.h Added FMOD Core library to the engine project 5 years ago