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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.

Results 452 Daemon issues
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Bind tr.blackImage for gl_screenShader when rendering bloom, to avoid having undefined texture data: ![image](https://github.com/DaemonEngine/Daemon/assets/10687142/2d35e41c-cad5-4fcb-ad47-fb1df5c18076) We've been getting lucky that we didn't have any bad texture reads, but with #1105 those...

The idea is to implement a special Cvar feature to be used in cgame. One may declares a cvar this way: ```c++ Cvar::Cvar cg_drawFPS("cg_drawFPS", "show client's frames per second", Cvar::NONE,...

T-Feature-Request

This only started happening on recent master (not sure exactly how recent): ![unvanquished_2024-05-06_233420_000](https://github.com/DaemonEngine/Daemon/assets/10687142/694ff07c-d209-4abf-b375-da2ad8b98502) The surface that should be there is never drawn. Map — https://users.unvanquished.net/~sweet/pkg/map-nova_0+1.1.dpk.

T-Bug
A-Renderer

While working on #1114: - https://github.com/DaemonEngine/Daemon/pull/1114 I noticed that message size of synchrnous IPC based trap calls have huge impact on performance. I wonder if it would be possible to...

T-Improvement
T-Question
A-Client
A-Server

As far as I know, - `expression_t` is always allocated as part of structs (`texModInfo_t`, `shaderStage_t`), - `ext->numOps` is always `0` if `ext` is invalid.

A-Renderer
T-Cleanup

Increase the maximum length of a network message from 32768 bytes to 262144. Also increased max packet length from 1400 bytes to 265000 bytes, because packet fragmenting is not working...

Skip on files not contributing to the binary.

Extracted from: - https://github.com/DaemonEngine/Daemon/pull/1125 This function is heavily used in CPU culling and milking the maximum of performance from it is welcome. Patches are meant to be squashed.

T-Improvement
A-Renderer

Builds on #1105. Implement frustum culling in compute shaders for the material system. The culling works in 3 steps (performed in 3 different shaders): 1. At the start of the...

Introduce `IF_FITSCREEN` to rescale image to the smaller size larger than screen. The idea behind this feature is that we have images that should not be rescaled smaller than screen...

A-Renderer
T-Feature-Request