Unvanquished Development activity

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Daemon Engine
Daemon Engine
Sunday, 21 April 2019
@slipher
slipher opened a pull request in DaemonEngine/Daemon Apr 21, 2019
Preliminary work for VM restarts #203

This is some stuff that has come up while working on #201.

+452 -436
Daemon Engine
Daemon Engine
Saturday, 20 April 2019
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#189 Apr 20, 2019

well, that only fixes it for now, if I add some commits editing some unrelated stuff the bug comes back again… the unrelated commit I was working o…

@slipher
slipher pushed to DaemonEngine/Daemon Apr 20, 2019
2 commits to master
  • @slipher ff811a8
    Enable NaCl loader logs by default
  • @slipher ff8c35f
    Make vm.cgame.type a cheat cvar
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#189 Apr 20, 2019

Yes, the second commit is required to fix the bug. The changes I added to the first commit to fix the issue you talked about before is not enough.

@slipher
slipher commented on pull request DaemonEngine/Daemon#189 Apr 20, 2019

Do you really need the 2nd commit for it to work? It looks like the first one was changed to avoid the bug that I talked about before.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#189 Apr 20, 2019

do someone can explain me why the latest commit is fixing the bug?

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Apr 20, 2019
1 commit to master
  • @illwieckz f58dc1b
    tr_shader: ignore inactive stages in collapsible stage lookup
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Apr 20, 2019
tr_shader: ignore inactive stages in collapsible stage lookup #198

ignore inactive stages in collapsable stage lookup

+5 -1
1 comment
@illwieckz
illwieckz opened an issue in Unvanquished/Unvanquished Apr 20, 2019
single server browser list for LAN and Internet servers #1112

Just put LAN servers above Internet servers if they exist. Like Quetoo: Simplifies UI. This requires changes in unvanquished_src.dpkdir too.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1111 Apr 20, 2019

Is it possible to spawn a kind of floating button above the buildable the player can left-click with ckit when the buildable is marked as disposabl…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1111 Apr 20, 2019

As for the build system, you could use left click to build, right click to unbuild, on Squad is like that by example, you could set that functions…

Daemon Engine
Daemon Engine
Wednesday, 17 April 2019
@slipher
slipher pushed to DaemonEngine/Daemon Apr 17, 2019
2 commits to master
@slipher
slipher merged a pull request in DaemonEngine/Daemon Apr 17, 2019
+586 -888
3 comments
Unvanquished
Unvanquished
Tuesday, 16 April 2019
@kentone
kentone commented on issue Unvanquished/Unvanquished#1111 Apr 16, 2019

Also a problem I see with the game is the population, if you enter and you see 0 players online, there's no motivation to play, maybe some propagan…

@kentone
kentone commented on issue Unvanquished/Unvanquished#1111 Apr 16, 2019

As for the build system, you could use left click to build, right click to unbuild, on Squad is like that by example, you could set that functions …

@kentone
kentone commented on issue Unvanquished/Unvanquished#544 Apr 16, 2019

"Shift" has been run since the ages of call of duty and crouch has been "CTRL" or "C" The run one has been one of the keys that annoyed me the most…

Unvanquished
Unvanquished
Sunday, 14 April 2019
@illwieckz
illwieckz opened an issue in Unvanquished/Unvanquished Apr 14, 2019
Target the 16 years old people #1111

ask for nickname on first startup list servers on welcome screen (and list lan servers above net servers in only one list) usable default binding

Daemon Engine
Daemon Engine
Wednesday, 10 April 2019
@slipher
slipher commented on issue DaemonEngine/Daemon#201 Apr 10, 2019

I should mention this actually applies to the server and sgame restarts as well, not only cgame.

@slipher
slipher opened an issue in DaemonEngine/Daemon Apr 10, 2019
Do cgame restarts only at the top level #201

Currently, operations that involve restarting the cgame VM can be called from many different places. All of the shutting down and reinitializing is…

@slipher
slipher commented on pull request DaemonEngine/Daemon#200 Apr 10, 2019

I can say roughly what it does which is some out of band way that the sgame can send data to the cgame.

@slipher
slipher commented on pull request DaemonEngine/Daemon#200 Apr 10, 2019

I don't know. Apparently it is some hack added in ET.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#200 Apr 10, 2019

Remove unused startup code: LGTM Fix 2 unused variable warnings: LGTM Move some download functions to a new file: LGTM Remove unused "binary messa…

Daemon Engine
Daemon Engine
Monday, 08 April 2019
@slipher
slipher commented on pull request DaemonEngine/Daemon#199 Apr 8, 2019

Well this is a great cheat code for the humans 😛 Do we really want to have settings like that though? Which give an advantage to people who know to…

Daemon Engine
Daemon Engine
Sunday, 07 April 2019
@slipher
slipher opened a pull request in DaemonEngine/Daemon Apr 7, 2019
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#199 Apr 7, 2019

Note that when maps are not really contrasted with this feature it just means the given maps are very low light, since it would mean that the avera…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#199 Apr 7, 2019

Note: for some unknown reason I have to delete ~/.local/share/unvanquished/glsl between each vid_restart when I switch r_floorLight value.

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Apr 7, 2019
WIP: set a minimum amount of lighting #199

The last time I updated The Dark Mod, I got a bug: there was no lighting. But I noticed everything was still visible. So I discovered that this ste…

+49 -0
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#197 Apr 7, 2019

Well, the more I think about it, the more I think only wrong shader can show this pattern. Also, legacy maps didn't use the diffuseMap keyword so i…

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Apr 7, 2019
tr_shader: ignore inactive stages in collapsable stage lookup #198

ignore inactive stages in collapsable stage lookup

+5 -1
@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Apr 7, 2019
tr_shader: keep color map after diffuse map ordered after lightmap #197

I'm not sure this is a good idea: keep color map after diffuse map ordered after lightmap, some maybe mistake, others may be legacy addition map (g…

+56 -5
Unvanquished
Unvanquished
Wednesday, 03 April 2019
@M4SSD35TRUCT10N

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)

C++ 444 Updated Apr 18

@slipher
slipher pushed to Unvanquished/Unvanquished Apr 3, 2019
2 commits to master
  • @slipher 2f3bddb
    HTML-escape names of keyboard keys where appropriate
  • @slipher 12fa185
    Reduce unnecessary copying when calling CG_Init
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Apr 3, 2019
+39 -13
@slipher
slipher commented on pull request Unvanquished/Unvanquished#1108 Apr 3, 2019

Yeah, I noticed there were a couple of other places doing escaping. But they also did other transformations and used different string types, so it …

@slipher
slipher pushed to DaemonEngine/Daemon Apr 3, 2019
2 commits to master
@slipher
slipher closed an issue in DaemonEngine/Daemon Apr 3, 2019
Can't change console size without quitting the engine first #162

This is something I discovered while working on #161. To change console size, people have to tweak cl_consoleFontSize then to quit the engine entir…

@slipher
slipher merged a pull request in DaemonEngine/Daemon Apr 3, 2019
Fix console font resizing #196

+ misc tiny changes Fixes #162.

+52 -140
Unvanquished
Unvanquished
Tuesday, 02 April 2019
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1110 Apr 2, 2019

those look to be optional sounds the engine use if they exist, otherwise using a fallback one (like all aliens using level0/drown if there is no pe…

@Viech
Viech commented on issue Unvanquished/Unvanquished#1109 Apr 2, 2019

This could also easily be related to the dynamic light that the flamer spawns.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1109 Apr 2, 2019

latest master allow to enable parallax while disabling normal mapping, makes us able to test a stressy lighting (parallaxed flamer realtime lightin…

@DolceTriade
DolceTriade commented on pull request Unvanquished/Unvanquished#1108 Apr 2, 2019

This seems useful to include in other places. noteably Rocket_QuakeToRML and rocketChatField.

@DolceTriade
DolceTriade commented on issue Unvanquished/Unvanquished#1109 Apr 2, 2019

Would be interesting to note if it is related to heat haze.

Daemon Engine
Daemon Engine
Sunday, 31 March 2019
@slipher
slipher commented on pull request DaemonEngine/Daemon#196 Mar 31, 2019

Yeah I know, I asked for it :) Didn't know it would lead to warning spam though. I've filed Unvanquished/Unvanquished#1110 so the issue will not be…

@slipher
slipher opened an issue in Unvanquished/Unvanquished Mar 31, 2019
Missing sound files #1110

The game attempts to open some nonexistent sound files. Use /logs.loglevel.audio notice to see warning messages: Sound file 'sound/player/level2/fa…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#196 Mar 31, 2019

see 7774ff8 that is expected, the code trying to use a sound file that does not exist has to be fixed instead, so can you remove this commit? If yo…

@illwieckz
illwieckz pushed to DaemonEngine/Daemon Mar 31, 2019
1 commit to master
  • @illwieckz fb8b561
    use only one texCoords per surface
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Mar 31, 2019
use only one texCoords per surface #194

The extra compute and boilerplate code seem useless and it already ended in bugs when parallax offset was applied to diffuse, normal, specular but …

+140 -358
2 comments
@slipher
slipher opened an issue in Unvanquished/Unvanquished Mar 31, 2019
Flamer poor performance #1109

The presence of a flamer (or especially 2 flamers) causes excessively large FPS drops with latest engine master. Need to check if it was already li…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#196 Mar 31, 2019

i.e. this is probably better to take care of that in another PR, I was planning to investigate on this but I don't own this, but I know there is so…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#196 Mar 31, 2019

I would not be surprised is the given warning is there to tell us some code is trying to load a file without checking if it exists first, so silenc…

@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Mar 31, 2019
tr_shader: do not enable deluxe map on material without normal map #195

fix a regression introduced in 3d53075 before regression: after regression: after fix:

+5 -3
2 comments
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Mar 31, 2019
2 commits to master
  • @illwieckz 8efc535
    tr_shade: factorize normal map presence test
  • @illwieckz 8aa22f4
    tr_shader: do not enable deluxe map on material without normal map
@slipher
slipher opened a pull request in DaemonEngine/Daemon Mar 31, 2019
Fix console font resizing #196

misc tiny changes Fixes #162.

+52 -140
@slipher
slipher commented on pull request DaemonEngine/Daemon#195 Mar 31, 2019

You can. It doesn't actually look nicer though.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#195 Mar 31, 2019

@slipher, may be a dumb question, but I guess I can replace this: normalMapping = normalMapping && deluxeMapping; by this: normalMapping &= deluxeM…

@slipher
slipher commented on pull request DaemonEngine/Daemon#189 Mar 31, 2019

It looks like in some shaders, you are doing SetHeightMapInNormalMap only if a condition is met. So when the condition is not met, you get a random…

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Mar 31, 2019
tr_shader: do not enable deluxe map on material without normal map #195

fix a regression introduced in 3d53075 before regression: after regression: after fix:

+4 -3
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#194 Mar 31, 2019

So about the idea itself @cmf028 said this is the way to go, I would appreciate someone validating the implementation too. Fuma: oooo, the seperat…

@slipher
slipher opened a pull request in Unvanquished/Unvanquished Mar 31, 2019
+38 -13
Daemon Engine
Daemon Engine
Saturday, 30 March 2019
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#189 Mar 30, 2019

I rebased on master but the #190 bug is still there so merge is blocked

@illwieckz
illwieckz opened a pull request in DaemonEngine/Daemon Mar 30, 2019
use only one texCoords per surface #194

The extra compute and boilerplate code seem useless and it already ended in bugs when parallax offset was applied to diffuse, normal, specular but …

+140 -358
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Mar 30, 2019
2 commits to master
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Mar 30, 2019
implement r_deluxeMapping, r_specularMapping, r_glowMapping etc. #188

Some code that implements r_deluxeMapping, r_specularMapping and r_glowMapping. It's made the way we can disable normal mapping while keeping delux…

+562 -440
9 comments
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 30, 2019

I just force pushed because I squashed this very minor thing (both are vec2, no need for mask): diff --git a/src/engine/renderer/glsl_source/liquid…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 30, 2019

@slipher can you look at the latest commit I added? I just noticed I forgot to include this one in this PR while extracting some commits from my wo…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#193 Mar 30, 2019

Basically uploading two times the texture if it's a diffuse one and r_parallaxMapping is enabled, compute offset and store the texOffset in r and g…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#193 Mar 30, 2019

@gimhael or @cmf028 do you know if there is a way to compute the texOffset one time per pixel per frame then to store it so other shaders may use i…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#193 Mar 30, 2019

or to do the parallax compute for the given pixel one time whatever the lighting…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 30, 2019

I extracted it to its own commit

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 30, 2019

yes, the code was already there, I probably just forgot to push it.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 30, 2019

I removed this commit refactoring specular stuff since I may have some other PR to merge before this refactoring to make life easier.

Daemon Engine
Daemon Engine
Friday, 29 March 2019
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 29, 2019

That can't help because in the liquid case, foo_factor does not exist while USE_FOO is defined. The liquid shader use the exact same specular code …

Daemon Engine
Daemon Engine
Thursday, 28 March 2019
@slipher
slipher commented on pull request DaemonEngine/Daemon#188 Mar 28, 2019

What I'm saying is you can do something like this: #ifdef USE_FOO #define foo(foo_factor) get_foo(foo_factor, 3) #else #define foo(foo_factor) 1.0 …

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 28, 2019

The thing is that if the function expects a parameter, you have to set this parameter in the calling code and if this parameter does not exist anyt…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#192 Mar 28, 2019

Oh thank you, that was the answer I was looking for. Well, I don't know why but my first assumption was wrong, it's not that conditions are inheren…

@illwieckz
illwieckz closed a pull request in DaemonEngine/Daemon Mar 28, 2019
WIP: glsl/parallax: ifless reflection mapping 🤔 #192

@gimhael or @cmf028, if if in glsl is very most costly than operations, why is this giving me no one extra fps at all? What if I unroll the loops? N…

+125 -2
6 comments
Daemon Engine
Daemon Engine
Wednesday, 27 March 2019
@slipher
slipher commented on pull request DaemonEngine/Daemon#188 Mar 27, 2019

It's OK to use a nonexistent variable in the macro argument as long as it does not appear in the final preprocessed output. This is possible since …

@slipher
slipher commented on pull request DaemonEngine/Daemon#188 Mar 27, 2019

I don't know, probably none will shed a tear if you delete it.

@slipher
slipher commented on pull request DaemonEngine/Daemon#192 Mar 27, 2019

The point is not that that a conditional is inherently bad, it's that in general you have to execute all possible code paths. So if you have if(...…

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#30 Mar 27, 2019

I'm closing this issue as code is master correctly supports parallax. There is some room for performance improvement (see #193 for example), but th…

@illwieckz
illwieckz closed an issue in DaemonEngine/Daemon Mar 27, 2019
parallax mapping bugs #30

I noticed yesterday that XreaL had working parallax mapping, I know Darkplaces (used by Xonotic) has it too. What's missing to have that effect in …

20 comments
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 27, 2019

this is to not have to put ifdefs in all files that does specular mapping to pass or not the variables… :-/ The clutter to add the ifdef to pass th…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 27, 2019

(hence the bizarre macro with hardcoded names in reliefMapping_fp.glsl to avoid a pile of ifdef in all other files)…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 27, 2019

yes I taken care of this question, I will remove that comment note that liquid shader does not use specular map from file, the specular one is some…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 27, 2019

hmmm, what is “r_forceSpecular without specular map image” for?

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 27, 2019

That probably slipped up with some fixup, that rebase switching to USE_ to r_ macros is the most crazy one I ever did, with a file split in the mid…

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#188 Mar 27, 2019

this just moves stuff along similar things for better reading

Daemon Engine
Daemon Engine
Tuesday, 26 March 2019
@DolceTriade
DolceTriade commented on pull request DaemonEngine/Daemon#188 Mar 26, 2019

OW! Stubbed my toe on this.

@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#192 Mar 26, 2019

The thing is that using an obviously quicker algorithm in that place without modifying anything else (like in #193) multiplies fps by 3… This look …

@slipher
slipher commented on pull request DaemonEngine/Daemon#193 Mar 26, 2019

This may be a dumb idea, but I wonder if it's possible to do something like batching several lights together so that the parallax calculation doesn…

@slipher
slipher commented on pull request DaemonEngine/Daemon#188 Mar 26, 2019

I believe it should be (0, 0, 1), based on what you said the flat texture was. Presumably this means pointing directly outward. (1, 1, 1) is defini…