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.
Currently in Unvanquished when people hit a door or an elevator with bullets and other projectiles (or dragoon/granger/trapper spit) there is no impact mark (neither creep) on them. The [spearmint...
During yesterday's community game, tvezet talked about a rendering bug he experienced (quotes from in-game talk): > illwieckz: hi tvezet :-) > tvezet: hi > tvezet: is it a known...
Currently, `trace_t` structure does not gives info about where the collision happened. It only gives the blocking entity's number, and a special number when it is geometry. When it is...
Servers apply rotation based on the file indicated by variable `g_initialMapRotation`, but only after the 1st game ended. The 1st game receive a special treatment: it requires config/server.cfg to end...
May be useful: https://bytecodealliance.org/articles/announcing-the-bytecode-alliance Wasm runtime list: https://github.com/appcypher/awesome-wasm-runtimes See also: - https://github.com/DaemonEngine/Daemon/issues/757
Currently, daemonded does not allow to load specific mods in the maprotation.cfg file, or at least, not with the command `set fs_extrapaks ` which is used by the usual configuration...
On this screenshot (hangar28 map), there is a fog between the player's eyes and the wall, though, the SSAO dark corner is visible. [](https://dl.illwieckz.net/b/daemon/bugs/ssao-above-fog-from-behind-wall/unvanquished_2021-10-13_020303_000.jpg) I...
From UBsan: ``` Unvanquished/daemon/src/engine/qcommon/q_math.cpp:141:18: runtime error: signed integer overflow: 69069 * 69070 cannot be represented in type 'int' ``` I don't really think this is important tbh, but filing the...
when a game is won, instead of resetting everything, have an option to swap teams. To allow competitions and encourage playing all teams. Not sure this belongs to engine, though.
Needed by #236 (_drop forward renderer, focus on tiled one_), Fuma said in #193: > To fix this, we need to render our shadows into a single tiled shadow map...