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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.

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Let the framerate flirt with the limits. Basically the idea is to not sleep the remaining time to fill the expected frametime, but to let enough time after sleeping to...

I'm just using this PR to trigger appveyor build and bisect an MSVC compilation error.

If I'm I'm setting a boolean cvar and do: ``` ]/set g_bot_level4 0 CVAR VALUE CHANGED: g_bot_level4 = 0 (1) ]/g_bot_level4 "g_bot_level4" - "0" - bool - whether bots use...

T-Feature-Request

On @DolceTriade's server, the console scales up in size if I hover the mouse over the Lucifer Cannon in the armory menu while the console is open. Observe how the...

T-Bug
A-Renderer

Do `RenderPostDepthTile()` once after depth pre-pass of the first view that doesn't have any nested views. Fixes the issue in #1212.

This reverts commit c3d538d0990dd45b5a5b688ea7c3b38d1b515cce. It breaks dynamic lighting. The light tile rectangles are visible. ![unvanquished_2024-06-30_152600_000](https://github.com/DaemonEngine/Daemon/assets/7809431/b3e911fd-b83d-4fbd-bd6e-dda2b751a5b1)

Color map stage with 2D image bit is generic2D. We can skip the render-time test for them. Also make a variable local to the block using it.

T-Improvement
A-Renderer

Yes another step in my effort to make that shader code less messy and easier to follow, here moving more things out of the lengthy `FinishShader` function and factorizing the...

T-Improvement
A-Renderer

- unify GCC, Clang and PNaCl compiler configuration - pass more build options to the sub-cmake game build - always set C standard, it will be required for building zlib...

A-Build

Shader code added with #insert will use lines 10000, 10001, 10002; 20000, 20001 etc, each inserted shader adding 10000, as suggested by @illwieckz in https://github.com/DaemonEngine/Daemon/pull/1124#issuecomment-2122679583.