Unvanquished Development activity

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Daemon Engine
Daemon Engine
Monday, 30 December 2024
@illwieckz illwieckz commented on DaemonEngine/Daemon#1480 · December 30, 2024 00:01

My previous comment was about screenshots from the original post. When I try the branch and enable MSAA I get a black screen (AMD Radeon with Mesa …

Daemon Engine
Daemon Engine
Sunday, 29 December 2024
@illwieckz illwieckz commented on DaemonEngine/Daemon#1477 · December 29, 2024 23:56

We want water to be fixed, not NUKED: #645

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · December 29, 2024 23:29
2 commits to illwieckz/submodules/sync
  • @illwieckz aa1a58f
    bikeshedding: reorder submodules in gitmodules file
  • @illwieckz 6134fbe
    libs: Make Lua a submodule and reuse the FreeType engine submodule.
  • 2 more commits »
@illwieckz illwieckz pushed to Unvanquished/Unvanquished · December 29, 2024 23:06
2 commits to for-0.56.0/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · December 29, 2024 23:06
2 commits to for-0.56.0/sync
@illwieckz illwieckz pushed to Unvanquished/Unvanquished · December 29, 2024 23:02
1 commit to master
@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · December 29, 2024 22:23

It looks ready to me, modulo the decision about what submodule reference to commit.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1446 · December 29, 2024 22:23

I will keep it that way for now, to be consistent with all other cmake files in both Unvanquished and Daemon repositories for building sources, like

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · December 29, 2024 22:20

I noticed that on the Lua submodule I used the latest tagged version for our master, but on Freetype I used the current upstream master at the time…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1446 · December 29, 2024 22:18

I prefer submodules, committing may be good for things like some dead single-file include or so, and even in such situation it depends… Submodules …

@illwieckz illwieckz commented on DaemonEngine/Daemon#1446 · December 29, 2024 22:10

I implemented PREFER_EXTERNAL_LIBS.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1446 · December 29, 2024 22:10

I implemented PREFER_EXTERNAL_LIBS instead.

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · December 29, 2024 22:10
2 commits to illwieckz/submodules/sync
  • @illwieckz de93c4c
    bikeshedding: reorder submodules in gitmodules file
  • @illwieckz 255238a
    libs: Make Lua a submodule and reuse the FreeType engine submodule.
@illwieckz illwieckz pushed to DaemonEngine/Daemon · December 29, 2024 22:09
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz commented on DaemonEngine/Daemon#1446 · December 29, 2024 20:39

Reverting it may not be a good idea if I change this to some PREFER_SYSTEM_LIBS with a fallback mechanism. We can name it USE_EXTERNAL_LIBS, that n…

@illwieckz illwieckz pushed to DaemonEngine/Daemon · December 29, 2024 19:46
2 commits to illwieckz/submodules/sync
@slipher slipher opened Unvanquished/Unvanquished#3264 · December 29, 2024 16:03
Update FontAwesome to 6.7.2 #3264

Replay of UnvanquishedAssets/unvanquished_src.dpkdir#177 from the defunct submodule. The benefit is that there are more icons. TODO: double-check t…

+11 -11
@slipher slipher opened Unvanquished/Unvanquished#3263 · December 29, 2024 15:37
Debug draw: use types safe for IPC #3263

I think glm::vec3 can be 16 bytes instead of 12 if you turn on SSE optimizations.

+7 -9
@illwieckz illwieckz commented on DaemonEngine/Daemon#1446 · December 29, 2024 13:42

Why not. I did it that way because I mimicked how rmlui.cmake is stored in Unvanquished repository, but the Unvanquished repository has no cmake/ f…

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · December 29, 2024 11:57
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · December 29, 2024 11:57
2 commits to illwieckz/submodules/sync
@slipher slipher commented on Unvanquished/Unvanquished#3260 · December 29, 2024 10:22

The reset function is not even created unless the number is missing, so I don't see how you could do something useful with it. If a Lua interface w…

@slipher slipher commented on Unvanquished/Unvanquished#2127 · December 29, 2024 10:04

Closing since the PR no longer has an owner and no one else seemed to think it is needed.

@slipher slipher closed an issue in Unvanquished/Unvanquished · December 29, 2024 10:04
add a g_cheat_ignoreBP #2127

This cvar would allow one to build even if out of BPs. It would not make buildings powered, though. The intent is to ease the building of layouts. …

17 comments
Daemon Engine
Daemon Engine
Saturday, 28 December 2024
@illwieckz illwieckz commented on DaemonEngine/Daemon#1480 · December 28, 2024 23:14

Nice! Finally some antialiasing! It looks like when MSAA is enabled the heathaze from back surface is applied on front surfaces too: https://imgsli…

@Grise3 Grise3 opened an issue in Unvanquished/Unvanquished · December 28, 2024 15:05
[not sure] segmentation fault if the vsay list is empty #3262

Just before the segmentation fault, I did /vsay and pressed TAB. It is supposed to show the vsay list

@Grise3 Grise3 opened UnvanquishedAssets/res-voices_src.dpkdir#1 · December 28, 2024 14:42
make "needammo" work aigain #1

All in the title, I've updated the list of vsays to make needammo usable again

+1 -1

A voice collection for the Unvanquished game project

Python 1 Updated Dec 15

@Grise3 Grise3 commented on Unvanquished/Unvanquished#3259 · December 28, 2024 14:07

as decided here, there is a new attack icon

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3260 · December 28, 2024 08:25

We should allow for mutable state here.

Unvanquished
Unvanquished
Friday, 27 December 2024
@sweet235 sweet235 commented on Unvanquished/Unvanquished#3260 · December 27, 2024 19:19

It would also be good to get rid of the env_afx_gravity_reset function which is useless since the entity does not have any mutable state. If the k…

@VReaperV VReaperV opened DaemonEngine/Daemon#1480 · December 27, 2024 15:40
Implement MSAA #1480

Implements #532. Add r_msaa. When set to > 0, an MSAA FBO will be created with that many samples. This FBO will be used for rendering, other than w…

+275 -151
@slipher slipher commented on DaemonEngine/Daemon#496 · December 27, 2024 13:59

I assume this was fixed by 4e90954.

@slipher slipher closed an issue in DaemonEngine/Daemon · December 27, 2024 13:59
When setting in_nograb to 1, input is not grabbed but pointer is hidden when focusing #496

When setting in_nograb to 1, input is not grabbed but pointer is hidden, maybe that's unwanted? Also, the pointer move still affects the camera. En…

2 comments
@slipher slipher commented on DaemonEngine/Daemon#977 · December 27, 2024 13:54

I think I read a couple days ago that this is supposed to be fixed in SDL 2.30.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1477 · December 27, 2024 10:45

I don't see the global flag in the constructor on u_UnprojectMatrix. Indeed. I have made it global now. (Maybe we should delete the liquid shade…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1448 · December 27, 2024 10:40

Why is it important to micro-optimize the size of this data? Well, originally I wanted to do that to fit the material data into a UBO, but with #…

@slipher slipher commented on DaemonEngine/Daemon#1477 · December 27, 2024 08:31

I don't see the global flag in the constructor on u_UnprojectMatrix. (Maybe we should delete the liquid shader so we don't have to discuss that...)

@slipher slipher commented on DaemonEngine/Daemon#1477 · December 27, 2024 08:30

I don't see the global flag in the constructor on u_ModelViewMatrix or u_UnprojectMatrix.

@slipher slipher commented on DaemonEngine/Daemon#1448 · December 27, 2024 08:24

Why is it important to micro-optimize these? Naively it seems like it wouldn't matter since the data bandwidth to actually render a texture is so m…

@slipher slipher pushed to DaemonEngine/Daemon · December 27, 2024 03:05
2 commits to master
Daemon Engine
Daemon Engine
Thursday, 26 December 2024
@VReaperV VReaperV commented on DaemonEngine/Daemon#1473 · December 26, 2024 22:42

Is there any way to split this up into multiple PRs? Parts of it are now in: #1475, #1476, #1477, and #1478. I think that's as far as I can split…

@VReaperV VReaperV opened DaemonEngine/Daemon#1478 · December 26, 2024 22:33
Add r_materialSystemSkip #1478

Picked from #1473. This makes debugging issues that are present on material system but no core renderer much faster, since it can be changed withou…

+9 -3
@VReaperV VReaperV opened DaemonEngine/Daemon#1476 · December 26, 2024 22:28
Add a uint version of u_ColorModulate #1476

Picked from #1473. Add u_ColorModulateColorGen for use with shaders other than cameraEffects, since the latter can get an arbitrary vec4 for it. Al…

+243 -140
@slipher slipher commented on DaemonEngine/Daemon#1466 · December 26, 2024 22:18

It will not always be modified. I believe this code runs on every map change.

@VReaperV VReaperV opened DaemonEngine/Daemon#1475 · December 26, 2024 22:16
Change u_Color to uint #1475

Picked from #1473. u_Color was a vec4 that was being set from a Color object, which only has 8-bit precision per colour, so using up 4 times more m…

+26 -15
@VReaperV VReaperV pushed to DaemonEngine/Daemon · December 26, 2024 21:56
1 commit to master
  • @VReaperV 62ad9e0
    Fix incorrect heatHaze shader macro
@slipher slipher opened Unvanquished/Unvanquished#3261 · December 26, 2024 17:29
NUKE entityClass_t #3261

The only thing accomplished by this struct was to maintain a counter that appears in one g_debugEntities log message informing the number of entiti…

+30 -74
@slipher slipher commented on Unvanquished/Unvanquished#3260 · December 26, 2024 17:15

That works I guess. It would also be good to get rid of the env_afx_gravity_reset function which is useless since the entity does not have any muta…

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3260 · December 26, 2024 11:47

The current state of my investigation: Which maps are using gravity entities? watah mudkip zittrig-arena transparency covid scorpius paint7 flap c…

@slipher slipher commented on Unvanquished/Unvanquished#3248 · December 26, 2024 10:30

numOurBuildings does need to be used so that under-construction buildables are correctly detected.

@sweet235 sweet235 opened Unvanquished/Unvanquished#3260 · December 26, 2024 09:27
Fix env_afx_gravity #3260

It seems our gravity entities always end up using 0 as gravity. This seems to fix that. I found the problem when looking at the function env_afx_gr…

+1 -0
@slipher slipher commented on DaemonEngine/Daemon#1473 · December 26, 2024 09:26

Is there any way to split this up into multiple PRs?

@VReaperV VReaperV commented on Unvanquished/Unvanquished#2127 · December 26, 2024 09:13

For GUI, setting/resetting initial BP budget + setting momentum to max and momentum decay to 0, would probably be fine.

@VReaperV VReaperV closed an issue in DaemonEngine/Daemon · December 26, 2024 08:10
Activating borderless then deactivating fullscreen produces a bordered window #427

Activating borderless then deactivating fullscreen produces a bordered window (toggling borderless again fixes that).

2 comments
@VReaperV VReaperV commented on Unvanquished/Unvanquished#3140 · December 26, 2024 08:02

There's not enough information right now to say for sure what's causing this issue, but it's most likely the combination of r_noportals 1; r_clear off

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3258 · December 26, 2024 07:48

After a short discussion elsewhere, I proposed to add arguments to BT files. Someone suggested I think syntax like [behavior] [arg type] [arg] If …

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3259 · December 26, 2024 07:42

In fact, many bot actions are similar to the beacons. So maybe we can turn beacons like attack or defend to also command bots. I wonder if a bot m…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3259 · December 26, 2024 00:03

In fact, many bot actions are similar to the beacons. So maybe we can turn beacons like attack or defend to also command bots. I wonder if a bot me…

Unvanquished
Unvanquished
Wednesday, 25 December 2024
@illwieckz illwieckz commented on Unvanquished/Unvanquished#3259 · December 25, 2024 23:55

I was also going to suggest to bind it on n too. my former idea when I redid the binds was: c: taunt v: voices (but not implemented yet) b: beacons

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 22:13

Any plans to gray out tactics that are not allowed by the server? A config string would be a good way to transmit g_tacticbehaviors Maybe in a la…

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 22:05

Nevermind. I made sure this can only be done once.

@VReaperV VReaperV opened DaemonEngine/Daemon#1473 · December 25, 2024 19:25
Improve material system data packing #1473

Partially implements #1448. Stage data is allocated for stages rather than surface * stage, which greatly reduces the amount of required data. Text…

+1,142 -516
@Grise3 Grise3 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 17:48

@slipher said : I think a suitable substitute for most of the icons can be found among the ones we already have. For example: https://fontawesome.…

@Grise3 Grise3 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 17:06

I will try to add in the tutorial in 2 days

@Grise3 Grise3 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 16:12

It is now binded on "n" by default

@Gireen Gireen commented on Unvanquished/Unvanquished#3259 · December 25, 2024 15:48

Since we already use FontAwesome it should be fine. But to be sure The OFL is listed and recognized by the Free Software Foundation (FSF) as a val…

@Grise3 Grise3 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 15:35

azerty keyboards : "n" it is near the "b" key witch is currently the key for the beacon menu

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3258 · December 25, 2024 14:55

Hm I didn't think of what the E meant...but that makes sense given that all the other things are entities. It took me about a year to figure this…

@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#3258 · December 25, 2024 14:50

Hm I didn't think of what the E meant...but that makes sense given that all the other things are entities. I could rename it to something else? Thi…

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 14:41

I think a suitable substitute for most of the icons can be found among the ones we already have. For example: https://fontawesome.com/v4/icon/bull…

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3258 · December 25, 2024 12:14

I noticed this restriction too. One problem with E_USERPOS is that is E most probably stands for "entity". Would this work for other types than vec…

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 11:39

Is it supposed to be disabled when you are dead? No.

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3259 · December 25, 2024 11:38

Hmm, is it really? My first try was to simply give the default value as 4th argument, like in static Cvar::Callback<Cvar::Cvar<std::string>> g_tac…

@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#3258 · December 25, 2024 09:36

Yes, where "here" is where the caller is instead of the bot

@slipher slipher commented on Unvanquished/Unvanquished#3207 · December 25, 2024 09:02

It's already enforced in SV_CalcPings.

@slipher slipher commented on Unvanquished/Unvanquished#3259 · December 25, 2024 08:40

Why force it back to the default value at the beginning of every match? Seems wrong.

Unvanquished
Unvanquished
Tuesday, 24 December 2024
@sweet235 sweet235 commented on Unvanquished/Unvanquished#3258 · December 24, 2024 22:20

For example, one could write a build-here behavior tree that allows the bot to build at the user specified location. We do have a behavior build_…

@Grise3 Grise3 commented on Unvanquished/Unvanquished#3259 · December 24, 2024 20:51

Nice!!! It is a great thing! maybe "v" for azerty keyboards? Near the "c" for the beacons menus ^^

@illwieckz illwieckz commented on DaemonEngine/Daemon#1472 · December 24, 2024 20:05

The map compiler can bake models in those formats as lightmapped static models in the map: IQM MD3 OBJ ASE and maybe some obscure others. There i…

@valina354 valina354 commented on DaemonEngine/Daemon#1472 · December 24, 2024 20:00

Ok, thanks for the help everyone.

@valina354 valina354 closed an issue in DaemonEngine/Daemon · December 24, 2024 20:00
Question about Models and lightmaps #1472

Do models have lightmapping or not? i cant really tell from the maps that are in unvanquished, i want to make a standalone game using this engine, …

4 comments
@illwieckz illwieckz commented on DaemonEngine/Daemon#1472 · December 24, 2024 19:56

If your purpose is to use models as map prefabs (or import a large map made in another editor as a model), the map compiler will compute lightmaps …

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3259 · December 24, 2024 19:00

TODO: Translatable strings Update g_tacticBehaviors Bind to a free key on the keyboard Human readable names, do not show something like stay_here

@sweet235 sweet235 commented on Unvanquished/Unvanquished#3259 · December 24, 2024 18:56

What would be a good key to bind this to?

@sweet235 sweet235 opened Unvanquished/Unvanquished#3259 · December 24, 2024 18:42
Add a circle menu for bot commands #3259

This is work in progress. I do not have any screenshots, but there is a video at https://users.unvanquished.net/~sweet/videos/bot-command-menu.mp4. T…

+151 -0
@VReaperV VReaperV commented on DaemonEngine/Daemon#1471 · December 24, 2024 17:24

Nevermind, it's because I had r_lightStyles set to on, rather than 1.

@VReaperV VReaperV closed an issue in DaemonEngine/Daemon · December 24, 2024 17:24
Lightstyles broken (again) #1471

On 0.55.2 light styles seem to be broken again somehow. Unlike #1418, I get this issue both with and without material system.

4 comments