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.
This is to keep track of issues with static cubemap reflections, since there's multiple of them. To enable reflections, use `/r_normalMapping 1; r_deluxeMapping 1; r_specularMapping 1; r_reflectionMapping 1; r_physicalMapping 0`/,...
I believe ``` if (USE_HARDENING OR NOT MINGW) # MinGW with _FORTIFY_SOURCE and without -fstack-protector # causes unsatisfied dependency on libssp. # https://github.com/msys2/MINGW-packages/issues/5868 set_c_cxx_flag("-D_FORTIFY_SOURCE=2" RELEASE) set_c_cxx_flag("-D_FORTIFY_SOURCE=2" RELWITHDEBINFO) set_c_cxx_flag("-D_FORTIFY_SOURCE=2" MINSIZEREL) #...
I forgot to create an issue for that but I mentioned there before: - https://github.com/Unvanquished/Unvanquished/pull/3093 Motion blur is broken 
Avoid the overhead of fetching all or most of the lighttile texture and running shaders that do nothing when there are no dynamic lights.
You can get it going with arm64 engine + amd64 NaCl like this ``` brew install cmake -DCMAKE_OSX_ARCHITECTURES=arm64 -DOpenAL_ROOT=$(brew --prefix openal-soft) cp /external_deps/macos-amd64-default_10/{nacl_loader,irt_core-amd64.nexe} . ```
1. Change cvars so that all overbright settings can easily be tested. The current overbright-related cvars have a wonky asymmetric design that can make it impossible to test a setting...
Entity baselines are supposed to make netcode more efficient, but it's dubious (see #1321). Let server owners disable entity baselines with `set sv_useBaseline 0` as a workaround to https://github.com/Unvanquished/Unvanquished/issues/2124. This...
Don't put data that doesn't change into the material buffer.
Always use pthread outside of MSVC. After enabling it unconditionally I seen no build issue with Linux (GCC and Clang), macOS (AppleClang), FreeBSD (Clang), MinGW, PNaCl. Also, CMake reported the...