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CubiQuake

Cubic/Voxel Framework for the FTEQW Engine



CubiQuake is a multiplayer Quake modification that allows players and modders to experience and experiment with classic Quake gameplay and physics in a cubic/voxel world using the QuakeC script language. Generate worlds randomly, or create prefabs that link together dynamically to create complex randomly generated structrues such as dungeons, cities, or anything you can imagine. CubiQuake currently only runs on the FTE QuakeWorld engine, but it is possible that other great Quake engines may support it in the future.

You can build sandbox worlds without needing to touch any code, or if you're a modder, build upon the core framework and create your own mods powered by CubiQuake.

On a more technical note, CubiQuake uses the FTE builtin function addtrisoup_simple() to draw most surfaces, and dynamically spawns collision models and calculates lighting as the player moves through the world. Ambient, static, and (experimental) dynamic light all work despite not using a BSP world. Multiple XYZ rotatable shapes are supported: cube, ramp, wedge(s), slab. Each cubic/shape can use any texture (or model for more decorative applications).

You do not need to be a modder to play with CubiQuake as is. Just follow the installation and playing instructions below.

Install

  • Download CubiQuake and extract the entire contents of the zip file into any directory. The directory you choose will be your main CubiQuake directory.
  • Download a FTEQW Client and place it in your main CubiQuake directory. (64bit recommended.)

Note: Don't copy the default.fmf file if installing into an existing FTEQW directory with other mods.

Play

  • Start FTEQW from the directory you installed to.
  • Click on "Start World".
  • Use the F1-F4 Keys in-game for help!

Update

  • Extract and overwrite the new files into your install directory.
  • Delete the fte.cfg file to apply any changes made to default.cfg.

Multiplayer Notes

Multiplayer was working the last time it was tested. It's been a while though. It could be broken. It might be fine. Get the server from http://fte.triptohell.info/downloads. Use the cubiquakeserver.bat file or check the command line inside to run a dedicated server.

WARNING: If a server restarts, players need to reconnect to get the world to network to them correctly. This is on the issues list.

Modding

https://github.com/uowaep/CubiQuake/discussions/categories/modding

ToDo

  • Review multiplayer and test for issues.
  • Implement copy/paste multiple cubics via custom selection box tool.
  • Improve dynamic light speed.
  • Make player light visible to other players.
  • Experiment with (and learn) shaders to attempt shadows.

ChangeLog

r224

  • bouncing objects now use (-2*(vel*trace_plane_normal)*trace_plane_normal + vel) to calculate bounce velocity instead of just individually reversing xyz axis

r222

  • blocks can no longer be placed where players or other solid or modeled objects exist
  • increased background/slow chunk load dist from 1 to 2 so that it at least extends past the tool range (you could see slow redraw when subtracting from diagonal chunks) (cq_bgload_dist 2 in default.cfg)
  • aslo increased the cubic damage texture load distance from 1 to 2 for the same reason, plus there was too much pop in at 1 (cq_dmgload_dist 2 in default.cfg)
  • cq_maxdamagecubicsperbuild reduced from 64 to 2 in default.cfg (no need to load so fast, 2 is still pretty fast, even with a lot of damaged cubics)

r220

  • damage faces on chunks now redraw immediately instead of over time when adding blocks to a chunk (no more flashing dmg texture when placing blocks)
  • changed tooltip for Start World menu hover
  • commented out PDoD fog stuff in default.cfg because it's experimental

r212

  • added hover tips and changed some colors in the console menu
  • added note to hit ESC when starting a game to close console
  • cq_lights_models now defaults to 1 (uses cheap cubiquake ent lighting)
  • fixed description of why r_shadow_realtime_dlight 1 is set in default.cfg
  • added .selflit to csqc - set to 1 on any object or cubic object to set the base light value to it's .lightcolor value when using cq_lights_models 0
  • the torch uses .selflit 1
  • cubic object offset set via .model_ofs now rotates to match the object's rotation
  • added a '8 0 0' offset to the torch
  • updated stair_lower_0 and wall_torch_0 prefabs to use proper torch rotation
  • stopped using the .lightbrightness variable (the torches are now a little more dim)
  • stopped a bug from occuring involving large texture batch sizes that caused some chunks not to draw when viewing large flat planes

r208

  • cubic, chunk, cluster tools have been moved from 1 2 3 to HOME, END, PGUP keys by default (help menus now reflect this)
  • small optimization when counting cubics for selection tool to draw
  • core now supports a STAT_OBJECT_PLACEMENTTYPE stat for modders. Set the appropriate stat field to a blocktype to tell csqc to draw an object that a player is trying to place. (outside of the editor)
  • renamed SetModelForCubicObject to SetModelForCubicObject_Wrap becase it's for using __wrap
  • removed case sensitivity in file searches
  • AddCubic and AddCubicArea now return the number of cubics placed as an int
  • added shared server/client function for getting block type for placeable item: GetBlockTypeForItemType_Wrap
  • added credits to id inside swquaketextures.pk3

r194

  • block objects now bounce off surfaces much more smoothly
  • added cvar cq_dmgload_dist so damage faces can be set to load at a different proximity than normal faces
  • fixed some issues with some interface traceline calls
  • reduced network data sent for non block type cubics
  • client light toggle is now handled by csqc without needing info from the server
  • network objects now have an id so interaction in csqc can work more smoothly if not perfectly aligned with the server
  • model index is no longer networked since csqc has enough info to look up the model
  • fixed an issue with some rolling objects
  • fixed an issue with objects being removed incorrectly

r181

  • fixed a hiccup when loading chunk files. was using the rewrite method regardless if a chunk file version needed an update or not. now always opens with read first, and only uses rewrite when necessary (much smoother now)
  • reduced z view/load distance (cq_viewheight2 1, also cq_viewdist2 1 for good measure) (huge performance increase)
  • reduced instant load-in distance (cq_bgload_dist 1)
  • reduced cq_lights_static_updateinterval to 1.5, 2 seemed a little too long.

r177

  • default dungeon gen depth is 6 instead of 13
  • reduced default view/load distance for faster dungeon rendering
  • cq_chunksave_interval is now 0 by default until a good way to save on quit is figured out (this is a workaround for some horrible chunk save bugs. all changes are saved instantly with this setting)
  • cq_lights_static_updateinterval is now 2 by default just for good measure performance wise
  • cq_clientlightradius is 256 by default. just looks better.
  • cq_ambientlight_radiance is turned up to 0.6
  • cq_lights_radiance is turned up to 0.5
  • sky is now black by default (r_clearcolor 0 0 0)
  • moved the add cubic tool to R so E can be available right now for modding
  • moved the MOVETYPE_BOUNCESLIDE testing binds to 90, 91, and 92 B, N, M (RMB is still also a test bind) so they no longer conflict with the tool size controls
  • added offset support for model block types
  • added offset support for lights
  • fixed weird brightness level issues with dynamic lights
  • added support for a flagfield for each cubic
  • prefab and world file versions are now updated to 177 (old versions supported)
  • updated collision to bounce more correctly, and stay away from surfaces by 1 unit better than previously
  • fixed some trace angles to match the view better
  • moving blocks lock back into place on map change (not on quit yet)
  • cq_lights_models is off by default (back to engine model lighting)

r174

  • moving cubics are now rideable (player no longer slides off of them)
  • moving cubcs have limited push functionality with .pushvelocity
  • fixed some bugs with cubics removed via pushing/moving cubics
  • impulse 99, 100, 101, 102 can be used for testing movable cubics using MOVETYPE_BOUNCESLIDE behavior (99 pushes a block and sets as default movement behavior. 100 sets a block as a rising Platform with pushvelocity, no bounce, and no gravity. 101 sets a block as a Train that uses pushvelocity with no gravity. 102 for Saiyan like action, using blocks with normal behavior, but with no gravity.
  • network objects can now use specific behavior when pushing another object, or when blocked by another object

r172

  • the cq_lights_models values have been inverted so that 0 now represents engine lighting, while 1 represents cubiquake lighting

r170

  • mouse1 now damages blocks by 10% in core
  • mouse2 now pushes blocks in core
  • moved PDoD csqc entity lighting to core
  • moved PDoD server/client object handling to core
  • cubics/blocks can now be dynamically converted to objects, moved, then converted back to cubics when movement is stopped (to be used with doors/plats/trains/etc)
  • moved PDoD MOVETYPE_BOUNCESLIDE support to core
  • moved PDoD object rolling support to core
  • moved PDoD improved animation support to core

r166

  • prefabs and world files are now versioned for backward compatibility
  • pre r158 and r161 worlds and prefabs now load again (r158 - r161 worlds are no longer supported. RIP.)
  • cq_gen_type 2 is default again (dungeon/prefab generation)
  • disabled cluster (not chunk) prefab save/load until it is tested more

r161 (24 years after Quake today)

  • damage faces rebuild instantly on geometry changes
  • fixed a bug with linked lists with append support (which fixed a bug with some chunks not drawing)
  • all 9 dmg images are actually used now
  • added chunk debug impulse 22 for client that eprints the nearest chunk
  • modified some animation handling stuff

r158

  • set sky to use r_fastsky 1 by default and replaced placeholder sky with blank images
  • changed default cq_chunksperpassage from 7 to 5
  • chunks now save at 30 second increments by default (instead of the moment they are modified), and are saved on unload, mapchange, or quit
  • facegroup allocations are no longer freed, but instead kept around to be used by newly build chunks in csqc. this improved performance of chunk loading and updating by a large margin, and cubic building speed via cq_maxcubicsperbuild and cq_maxdamagecubicsperbuild (new) have been increased/set to 64 (normally 16)
  • cq_maxfacegroupsperbuild set to 64 for good measure
  • added cq_lights_models. 0 by default. set to 1 to enable engine lights for models
  • added radiant lighting. use cq_ambientlight_radiance and cq_lights_radiance to modify
  • changed default ambient light (while making skies in PDoD)
  • set r_shadow_realtime_dlight 1, r_shadow_realtime_dlight_shadows 0, and r_shadow_realtime_world_shadows 0
  • some fog settings, ignore these
  • pr_gc_threaded 1 just because
  • several minor tweaks to reduce hiccups
  • added cubic health and support and textures for 9 levels of damage for cubics 10% to 90% health (can do damage in PDoD, but added support to core)
  • added support for chunk textures to be modified dynamically without resending the entire chunk to the clients (dmg textures for example)
  • fixed bug with ambient light
  • facegroups no longer group different facing sides together
  • hardware mouse support via mousepos variable
  • fixed trace point for player client vs server
  • cubic objects can now be rotated
  • editor cubic object alpha set to 1 for visibility
  • added support for modifying ambient light and ambient light position dynamically (just don't do it every frame)
  • added mod support for csqc input SetInputID_Wrap_Prior()
  • added mod support for skies/environments/whatever DrawSky_Wrap()
  • changed cq_gen_type 1 (wasteland) to only use 3 blocktypes
  • made wasteland floor more flat to represent old streets/floors (the old generator was just an experiment, but looks kinda like an old city to me now)
  • rotation is no longer sent to the client for cube shapes
  • players no longert get their origin set at the floor at map start if they are in noclip mode
  • improved/utilized linked list append support (mainly for build queues)
  • increased available input keys for mods to 50 (numinputkeys variable)

r155

  • players now try to spawn in an open space along x0 y0 in the starting chunk near '0 0 0'

r153

  • moved core files to a .pk3 to make modding cleaner
  • added a flag for networking so distant chunks rebuild the same frame they update when damaged
  • actually allocate editor strings
  • removed projectile handlers to be updated to use more general object code
  • added a flag to remove certain objects that cross any world bounds (default would remove if the lower z boundary is crossed)
  • fixed a bug that was using setorigin on shared collision entities every frame on the server
  • fixed an issue with using ClearCubic() on cubics at the edge of the view range

r150

  • added a field in the default.cfg for the PDoD mod (
  • editor strings allocate to memory
  • fixed multiple major issues with chunks abusing memory allocations for networking purposes, and causing random crashes and issues when updating to csqc
  • included PDoD files in progs.src files (commented out, makes updating core easier.)
  • simplified projectile example slightly
  • added a world boundary for entities, including the player, unless in NOCLIP mode.
  • the ClearCubicArea() function used with the editor can now be used outside of the editor
  • removed some redundant code
  • modified some debug prints

r144

  • animation code is now shared between server and client
  • fixed a large amount of compiler warnings
  • set some developer into to use dprint
  • added some comments to try to help understand the code
  • fixed a wrong value during tracing in the prefab editor
  • removed some unused code
  • attempted to improve texture name lookup
  • fixed issue with player toggling lighting (player torch) before the world is loaded
  • added a function for modders to __wrap for access to cubiquake csqc lighting routines: void ApplyLighting_Wrap()
  • added a similar function for access to CSQC_Ent_Update, specifically to aceess the "int i = readbyte();" value: void Ent_Update_Wrap(float bIsNewEntity, int i)
  • added more similar functions to the server and client for entity removal cleanup, both with the same name: void CleanUp_Remove (entity e)
  • fixed a bug with removing lights from an empty chunk not relighting faces
  • consolidated collision bbox removal
  • fixed a bug with collision boxes completely removing and respawning every frame instead of leaving each bbox in the world until it isn't being used
  • expaded upon a specific dbug print related to referencing out of world bounds things
  • fixed a bug with narrow cubics not removing bboxes
  • added a function for modders to __wrap to effectively access StartFrame functionality before the RemoveUnusedCubicBBoxes() function is called: WorldLogic()
  • players and other physical entities now clear bbox usage on removal
  • actually fixed animation

r137

  • added a start menu and help menus to the console (access with F1-F4)
  • the console opens by default on start to display the main help menu with shortcut links
  • included prefabs in the data/worldgen/ directory for building worlds with size 13 chunks
  • included a .pk3 with only shareware Quake textures, and removed the old textures
  • renamed all cvars and commands to use a cq_ prefix
  • added a world generation mode that just creates a flat world with the default block (cq_gen_type 0)
  • wasteland is specified with (cq_gen_type 1)
  • added a prefab world generation mode that uses saved chunks as prefabs (cq_gen_type 2)
  • added cq_dungeonsize cvar. it uses a vector rather than a single integer so you can specify a non-cube shaped bound area. This will cap at 2 less than worldsize to keep a layer of chunks between the generated world and the void.
  • fixed a major issue with chunk networking involving chunks displaying a large amount of cubics. this resulted in the ability to use much larger chunks. default chunk size is now 13, and default cluster size is now 1 to effectively remove them from use, while they can still be utilized for experimenting with smaller chunks.
  • added cq_chunksperpassage cvar for specifying the number of chunks between potential zone changes during prefab world generation
  • added cq_gen_step for debugging prefab world generation, and also shows a preview of the world (that doesn't remove until map restart)
  • added cq_gen_linear, an experimental cvar that specifies which end of the queue to add new chunks to during generation
  • changed view distances to reflect new chunk/cluster sizes and increased a bit since face building performance has increased
  • block, chunk, and cluster size can now be set via cvars: cq_blocksize, cq_chunksize, cq_clustersize
  • added cvar cq_maxchunksloadedperframe (default 24) to set maximum number of chunks to read from file per frame
  • added cvar cq_chunkremovaldelay (default 10) to speficy how many seconds to wait before removing an unused chunk to call less memory frees and re-load less if the chunk ends up being reloaded too quickly
  • added cvar cq_maxcubicupdates to experiment with the size of network data packs used in sending chunk info. Some complex chunks will require more than one shared entity to send the data.
  • addded an awesome cvar cq_bgload_dist (default 2.5 chunks) that sets the distance at which chunks can build faces in the background slowly. any faces less than that distance are built in a single frame to prevent the player from being too close to faces that are not built yet.
  • added another awesome cvar cq_maxcubicsperbuild that can specify a number of cubics to build faces for rather than a number of chunks. this reduces load-in stutter as the value is turned down. values around 16 or less seem to completely remove any stutter at all.
  • added cvar cq_maxfacegroupsperbuild. facegroups can be fairly large at times, so this acts as more of a backup when there are a lot of small groups being built. this cvar is likely completely unnecessary.
  • added cvar cq_framesperfacebuild (default 0) if cq_maxcubicsperbuild 1 isn't slow enough for you (also likely unnecessary)
  • added cq_lights_static_updateinterval and cq_lights_dynamic_updateinterval cvars to experiment with the lighting delays
  • added cvar cq_clientlightradius to set the radius of the player's dynamic light (T)
  • added cvar cq_showchunkoutline for help with chunk edges when editing
  • set pm_stepheight to 28 cuz parkour
  • console text size (con_textsize) is set to 4
  • vid_conautoscale is 2
  • crosshar is 16
  • crossharicolor is green
  • crosshair size is 6
  • pr_gc_threaded 1
  • cfg_save_aliases 0
  • cl_maxfps 250
  • shift is now bound to +speed
  • mouse2 is now an alternate tool function
  • alt toggles the tool selection size edit mode
  • now only impulse 11 will exit edit mode (X) rather than any non-CubiQuake-related impulses
  • remove mode is now edit mode (remove with alt tool, mouse2 in edit mode)
  • added a prefab edit mode (F, use chunk mode)
  • switched the cubic Y rotation keys
  • F5 is bound to a shortcut for starting the map
  • F6 is bound to noclip mode
  • fixed the collision for X/Z rotated cubics by adding .bsp collision boxes to match their rotation
  • actual texture names can now be specified inside the cubiquake.shader file rather than requiring a naming format ( so we can just use the default Quake textures without renaming any of them. ) afk
  • unhacked animation code
  • optimized cubic tracing code greatly (we now trace every frame when we need to)
  • different tools are represeted by color: edit: yellow, copy: green, paste: purple, prefab edit: blue, and add mode draws as the texture's base colors
  • the Edit and Add tools can now use custom selection sizes. toggle the selection size tool with the ALT key.
  • strings are now generated only when set or changed during hud drawing
  • torches outside of the chunk being edited in prefab edit mode are no longer drawn
  • you can paint values in edit mode by holding LMB and moving the mouse across multiple cubics. this also works with the selection box
  • textures no longer use strcat when looking up the name improved handling of server to client chunk information to recognize when a pack of information is outdated
  • helped find a bug in FTE, and thus fixed a bad pointer issue in CubiQuake involving faces. Get the newest FTE :)
  • added a warning if somehow a facegroup gets too insanely large for the engine
  • increased default player torch light radius to 416 due to larger chunk sizes
  • fixed an issue related to lighting outside of world bounds
  • added editing cvars cq_zone cq_chance cq_fit
  • added debugging cvar cq_getchunkref
  • added some client key handling code for long keypresses
  • fixed a bug with freeing the same allocations more than once
  • fixed a bug with removing queued chunk network info
  • player now spawns at '0 0 0' (learn to swim)
  • player is set to noclip and isn't affected by gravity until the visible world has loaded from file +i'm sure i'm missing a lot of stuff
  • prefabs with the filename "fill_#" will be used to fill spaces according to zone id # (need to add this note to the help screens)
  • fixed a bug involving partial sides, and faces not drawing when they should
  • separated sv_cubics.qc into several files in an attempt to organize things, while destroying any ability to recall what has changed in the last 6 or something months :P
  • fixed a bug in the AngleDifference() function that didn't account for angles greater than 360
  • worlds now save their clustersize and chunksize values, so modifying those cvars will not affect how a generated world loads
  • added a bunch of debugging messages
  • added tool information to the hud
  • fixed some bugs involving looking for chunks/clusters outside of the world bounds
  • edit tools are now drawn with trisoup_simple faces rather than using a the cubeselector.mdl model
  • massive stability fixes
  • performance improvement
  • probably other stuff...

r130

  • fixed issues with odd sized chunks, by fixing several related functions that were using bad syntax
  • increased chunk size from 6x6x6 to 7x7x7 (an odd value is good for designing prefabs with doorways centered.) This also effectively increases view range on default settings by about 7 cubics. Not a lot, but it's something.
  • increased max light radius because increasing chunk size allows lights to run at a larger radius without major performance issues

r126

  • fixed: noclip was preventing the world from loading

r123

  • lots of bug fixes mostly involving stability and multiplayer
  • increased default ambient lights a little from '0.2 0.2 0.6' to '0.4 0.4 0.8'
  • disabled cl_predict_players to stop other players from jittering around
  • disabled r_fog_cullentities (just to avoid any potential interference. can test this later.)
  • chunks no longer allocate more than once during an update (potential leak fixed)
  • resetlights was still registered as a command, now removed
  • added a ton of debugging code for finding bad entity references
  • chunks are now networked correctly to the appropriate clients
  • when players disconnect they update their chunks to know they can remove if no other players are viewing them
  • the world loading loop now handles all players rather than each player using their own loop
  • fixed a bad reference to previously removed cubic collision bbox ents
  • fixed a bug where cubic collision bbox ents were trying to spawn outside of the world if the player gets too close to the edge
  • no longer ghosting clusters as it tends to break networking
  • renamed some functions to make more sense (Remove* to Clear* etc)
  • intervals between unloads are now global rather than per player (prevents server choking)
  • when removing clusters, chunk removal is no longer staggered as this was creating more potential bad entity references. this could be fixed, but isn't really necessary. the code is left in, just not used.
  • changed all references to self outside of self's initial function call in sv_cubics.qc to player

r107

  • tested multiplayer. it works. (still needs to not send/draw out of range cubics loaded by other players)
  • added cubiquakeserver.bat to the main engine directory to run dedicated servers easily
  • added support for individual clients to save prefab files into their own directories on the server (be sure to set your "name" field)
  • use the "filename" cvar to set the desired prefab filename. it is set blank by default each game. use the cvar without any value to show the current filename
  • the "prefabname" cvar is no longer used
  • cvar "adminpass" added to prevent clients from calling commands such as resetview without permission
  • the map file is now a .map instead of a .hmp
  • added "start" command/alias to the console to avoid having to type out the map command
  • ambient light is now controlled on the server.
  • resetview now also resets ambient light levels (and draw ranges) across all clients
  • fixed a bug that was causing the server to try to initialize the client endlessly after using resetview
  • fixed some text prints to no longer broadcast to every player
  • removed resetlights command

r101

  • view distances can now be set in the console and modified during gameplay (they are server dependent though)
  • added console commands to modify view ranges: viewdist1, viewheight1, viewdist2, viewheight2, resetview
  • added some comments to default.cfg

r96

  • added ambient, static, and dynamic light
  • added a torch cubic object, using the torch model from Quake
  • T toggles a dynamic light around the client (impulse 150)
  • cvar ambientlight takes a vector ('0.2 0.2 0.6' in default.cfg)
  • [ and ] keys for cubic Y rotation are swapped in default.cfg
  • added console command "worlds" to list existing worlds
  • added console command "resetlights" for debugging (don't need it anymore, but don't need to remove it)
  • removed fog from the world.hmp map file
  • added a very basic shader to allow csqc to light/color polygons drawn with trisoup_simple
  • hacked in some animation code for the torch
  • added chunk entities that can use models/lights or any custom code
  • added cs_cubicobjects.qc for defining custom objects
  • removed some draw sorting code. wasn't helping as much as perceived ;)
  • added cluster matrix on client that is created as needed for chunks
  • moved most csqc defs to cs_cubicdefs.qc
  • moved most svqc defs to sv_cubicsdefs.qc
  • the cubic tool can now place custom entity type cubics along with normal trisoup_simple polygon cubics
  • added an arg to DrawFaceGroup() that is unnecessary. FIXME
  • worldsize is sent with the first set of chunk csqc/svqc entities before running InitGameVariables()
  • fixed a texture bug in wedge shape
  • now drawing engine crosshair
  • fixed a bug where chunks arriving out of order would arrive before worldsize is set on the client
  • added maxchunksloadedperframe and maxchunksghostedperframe to smooth out cluster/chunk load in/out
  • added maxlightradius setting. can be any value, but default is recommended for performance. (192 with default world settings)
  • added ambientlight setting using autocvar_ambientlight acting as the base light color
  • added lightupdatedelay_static settting. 0.5s default
  • added lightupdatedelay_dynamic setting. 0.02s default
  • iseven settings are now automatic
  • .lightradius .lightbrightness .lightcolor for lighting
  • fixed some bugs with placing chunks and clusters
  • added centerprint warning when trying to edit while chunks are loading

r83

  • added wedge and wedgetip shapes
  • added more angles of rotation to shapes (All angles are possible now with non-symmetrical shapes.)
  • chunks are now drawn from closest to furthest for 25% ish FPS increase
  • greatly improved chunk and cluster lookup speed by using entity references rather than findradius()
  • chunk and cluster entities are re-used where possible to reduce allocations and memfree usage
  • moved face rendering functions to their own file in csqc
  • moved shape functions to their own files in csqc
  • no longer using dpcompat_findradiusarealinks cvar
  • changed some instances of world to NULL
  • removed some unused variables

r78

  • added ramp shape (with collision)
  • added 2 axis block rotation (textures stay aligned to the world) (keys: [ ] -+)
  • added texture tools (keys: mwheel)
  • added shape tool (keys: <>)
  • added revision text in upper right of screen
  • updated surface culling to handle rotated shapes and partial cube sides (triangles)

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Cubic Game Framework for the FTE Engine

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