Daemon
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The Dæmon game engine. 20 years of development above id Tech 3. Historically based on id Tech 3 through ioq3, Wolf:ET and XreaL a very long time ago.
Using the tiled renderer, the area covered by a dynamic light can have visible, blocky edges. The issue can be observed by firing a single pulse rifle shot. Here's a...
Goes along with https://github.com/Unvanquished/Unvanquished/pull/2312
While migrating my codebase toward glm, I identified 3 functions that have wrong const-ness in daemon's public API: * `trap_S_StartSound` * `CM_BoxTrace` * `trap_R_LightForPoint` This is trivial to fix (add...
This reportedly fixes a compilation error on Gentoo, similar to https://github.com/jonathanklee/ngp/issues/30.
Immediately after opening the console window when a "/" is typed to issue a command, the "/" doesn't get into the console. A second "/" then appears as expected. OS:...
Discovered today while trying to port map-paint10 from Tremulous, which has a shader called `textures/paint10/r3+x`. `scripts/paint10.shader` refuses to load because of this, printing the following error at the start of...
Base changes for implementing a material system. The goal of this system is to improve performance by reducing the amount of state changes and data uploads from CPU->GPU. The system...
Never sleep with `common.framerate.max -2`. This is useful when benchmarking for performance, to avoid benchmarking the sleep function. 
Iterate shader stages directly, avoid array of pointers.
It is not implemented yet and the shader permutation is disabled. It now makes possible to run `buildcubemaps` command even when there are PBR materials in the scene, to not...