Unvanquished Development activity

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Unvanquished
Unvanquished
Wednesday, 20 November 2024
@illwieckz illwieckz commented on Unvanquished/Unvanquished#3199 · November 20, 2024 16:36

CMake provide downloadable cmake binaries that runs on the old distro used to build the releases, so I don't mind bumping the requirement.

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3061 · November 20, 2024 16:11

Also, we have M_SQRT2.

@slipher slipher opened Unvanquished/Unvanquished#3199 · November 20, 2024 15:39
Use unity builds for RmlUi #3199

I.e. instead of building each source file one at a time, they are concatenated into groups of 8, so that the same headers don't have to be processe…

+5 -0
@slipher slipher opened Unvanquished/RmlUi#8 · November 20, 2024 15:38
Make the source unity build-friendly #8

Avoid name collisions of static globals and add a missing header guard. This is enough to build all sources used by Unvanquished concatenated, exce…

+22 -18
@slipher slipher created a branch in Unvanquished/RmlUi · November 20, 2024 15:36
@slipher slipher commented on Unvanquished/Unvanquished#3189 · November 20, 2024 13:51

A freetype submodule is only needed as an RmlUi dependency, so shouldn't that be in the Unvanquished repository rather than Daemon? To build Lua f…

@sweet235 sweet235 commented on Unvanquished/Unvanquished#1958 · November 20, 2024 08:17

The only thing I am currently doing is #2780. Need to check if that PR is up to date with my server.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1436 · November 20, 2024 04:31

Nope, it's just vertexSimple.

@VReaperV VReaperV commented on Unvanquished/Unvanquished#3198 · November 20, 2024 04:30

This reveals another bug: the main menu, connecting, downloading, and possibly loading screens are all rendered on top of each other when connectin…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3189 · November 20, 2024 04:28

Lua is very fast to build, Freetype a bit less I guess, but likely not in a way it is that slow. The Saigo toolchain will skip the very slow pexe-t…

@VReaperV VReaperV closed an issue in DaemonEngine/Daemon · November 20, 2024 04:11
Material system: non-reflective specular mapping has no effect #1440

If you take Daemon default settings + r_materialSystem 1 + r_specularMapping 0, you get the same results as with r_materialSystem 1 + r_specularMap…

@VReaperV VReaperV merged DaemonEngine/Daemon#1443 · November 20, 2024 04:11
+2 -3
1 comment
@VReaperV VReaperV pushed to DaemonEngine/Daemon · November 20, 2024 04:11
1 commit to master
  • @VReaperV 2fe16f3
    Fix specular with material system
@illwieckz illwieckz commented on DaemonEngine/Daemon#1443 · November 20, 2024 04:04

Ah I see, for some reasons my mind misread glConfig2.specularMapping instead. 😅️

@slipher slipher commented on DaemonEngine/Daemon#1443 · November 20, 2024 03:59

You can use specular mapping while reflection mapping is disabled. That's the broken case.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1443 · November 20, 2024 03:57

Maybe there is a way to test for glConfig2.reflectionMapping when setting material->enableSpecularMapping earlier? Anyway, this is not blocking.

@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 01:23
1 commit to illwieckz/submodules/sync
  • @illwieckz 2f6038f
    libs: delete zlib, it was only used by PNaCl because of precompiled f…
@slipher slipher commented on Unvanquished/Unvanquished#3061 · November 20, 2024 01:22

The name radius is a bit misleading since it suggests a half-extent, not the full extent. I'd call it width

@slipher slipher commented on Unvanquished/Unvanquished#3061 · November 20, 2024 01:22

Could you comment the geometrical motivation behind square root of 2?

@slipher slipher commented on Unvanquished/Unvanquished#3061 · November 20, 2024 01:21

Would be good to include CONTENTS_PLAYERCLIP

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · November 20, 2024 01:16
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 01:15
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 01:15
2 commits to illwieckz/saigo/sync
  • @illwieckz 2faaeba
    cmake: add Saigo build support, set NACL_VMS_PROJECTS and GAME_PIE
  • @illwieckz 1e6b67b
    cmake: building nexe against zlib is only required by cgame because o…
  • 2 more commits »
@illwieckz illwieckz pushed to Unvanquished/Unvanquished · November 20, 2024 01:13
1 commit to illwieckz/saigo/sync
  • @illwieckz 479c684
    cmake: use NACL_VMS_PROJECTS and GAME_PIE, as required for Saigo buil…
@slipher slipher commented on Unvanquished/Unvanquished#3190 · November 20, 2024 01:08

Technically action rush also targets enemy buildables. But I'm not really worried about the standard BTs. This could be annoying if you are trying …

@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 01:06
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 01:06
2 commits to illwieckz/saigo/sync
@slipher slipher commented on Unvanquished/Unvanquished#3194 · November 20, 2024 01:04

Does this mean the bot will start flying almost every time there is an enemy near?

@slipher slipher commented on Unvanquished/Unvanquished#3194 · November 20, 2024 01:03

I don't think we have any code for using jetpack in master? We have to start somewhere, don't we. The PR title/commit message only described bu…

@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 01:03
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 01:02
2 commits to illwieckz/saigo/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 00:54
2 commits to illwieckz/saigo/sync
@illwieckz illwieckz commented on DaemonEngine/Daemon#981 · November 20, 2024 00:53

PNaCl still needs that file, but we are lucky that PNaCl doesn't require this change, so yes we can probably skip this commit, this whole folder wi…

@illwieckz illwieckz commented on DaemonEngine/Daemon#981 · November 20, 2024 00:44

Something I committed by mistake when I tested: #1312 Fixed.

@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 20, 2024 00:44
2 commits to illwieckz/saigo/sync
@illwieckz illwieckz pushed to Unvanquished/Unvanquished · November 20, 2024 00:39
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz pushed to Unvanquished/Unvanquished · November 20, 2024 00:39
1 commit to illwieckz/saigo/sync
  • @illwieckz de543df
    cmake: use NACL_VMS_PROJECTS
@slipher slipher commented on Unvanquished/Unvanquished#1958 · November 20, 2024 00:37

Maybe for bot management strategies more complex than bot fill we should just use a Lua script...

@slipher slipher commented on DaemonEngine/Daemon#981 · November 20, 2024 00:34

The variable vm defined a bit above is PNaCl-specific (and redundant with the newly added NACL_VMS_PROJECT).

@slipher slipher commented on DaemonEngine/Daemon#981 · November 20, 2024 00:30

Let's just turn it off uniformly? I can't imagine they actually implemented multiple addressing modes in the special compiler backend.

@slipher slipher commented on DaemonEngine/Daemon#981 · November 20, 2024 00:27

You said we can do without zlib so this is not needed, right?

@slipher slipher commented on DaemonEngine/Daemon#981 · November 20, 2024 00:26

What's this change?

@slipher slipher commented on DaemonEngine/Daemon#981 · November 20, 2024 00:22

saigo_arch is unused

@slipher slipher commented on Unvanquished/Unvanquished#2862 · November 20, 2024 00:12

How about adding the project name in the comment so the message isn't identical every time?

Daemon Engine
Daemon Engine
Tuesday, 19 November 2024
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 19, 2024 23:38
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 19, 2024 23:38
2 commits to illwieckz/saigo/sync
@illwieckz illwieckz commented on DaemonEngine/Daemon#981 · November 19, 2024 23:33

sgame status The sgame builds for all architectures. I have tested the amd64 sgame and it runs. cgame status The cgame builds for all architectures. …

@illwieckz illwieckz commented on DaemonEngine/Daemon#981 · November 19, 2024 23:28

So, this looks ready to me, it is known to be able to build a full game (cgame+sgame) that runs once other PRs taking care of other topic are merge…

@illwieckz illwieckz commented on DaemonEngine/Daemon#981 · November 19, 2024 23:25

I think we should be able to avoid zlib by adjusting the Freetype configuration. zlib is only depended on from functions concerning gzip support. …

@illwieckz illwieckz opened an issue in Unvanquished/Unvanquished · November 19, 2024 23:23
Migrating NaCl toolchain From PNaCl to Saigo #3197

Saigo allows us to get rid of PNaCl limitations (like old C++14 from Clang 3.6) before doing a bigger jump to Wasm: DaemonEngine/Daemon#795 Roadmap:

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · November 19, 2024 23:12
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz commented on DaemonEngine/Daemon#1312 · November 19, 2024 23:11

The bug affects both the engine and the cgame, but it looks different if both engine and games are compiled with affected compilers than only one o…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1312 · November 19, 2024 22:46

With current Saigo (LLVM 19): So that looks to be a game code bug.

@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 19, 2024 22:34
2 commits to illwieckz/submodules/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 19, 2024 22:33
1 commit to illwieckz/saigo/sync
  • @illwieckz b05ea3c
    cmake/DaemonGame: set NACL_VMS_PROJECTS
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 19, 2024 22:12
1 commit to illwieckz/saigo/sync
  • @illwieckz 9064efe
    cmake/DaemonGame: set NACL_VMS_PROJECTS
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 19, 2024 22:04
2 commits to illwieckz/saigo/sync
@illwieckz illwieckz pushed to Unvanquished/Unvanquished · November 19, 2024 22:04
2 commits to illwieckz/saigo/sync
@illwieckz illwieckz commented on DaemonEngine/Daemon#1436 · November 19, 2024 19:31

Does 2D transformation require some vertex complex code?

@slipher slipher commented on DaemonEngine/Daemon#1436 · November 19, 2024 19:29

This shader would have less than 10 lines in its main functions so no need to share anything.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1436 · November 19, 2024 19:28

The new insert mechanism may be usable to share possible common code if needed, the macro creep was basically a workaround for no insert.

@slipher slipher commented on DaemonEngine/Daemon#1436 · November 19, 2024 19:26

Since it turned out that 2D drawing doesn't actually need any special GLSL, I might make a very basic shader to be shared by 2D and debug drawing. …

@slipher slipher pushed to DaemonEngine/Daemon · November 19, 2024 19:24
2 commits to master
@slipher slipher merged DaemonEngine/Daemon#1439 · November 19, 2024 19:24
Remove useless depth-related stuff from 2D rendering #1439

Disable depth fade, depth testing, depth writing for 2D rendering. Don't create a depth or stencil channel in the default framebuffer. Instead of u…

+16 -49
@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 19:10

So with the commit from: #3196 It works!

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · November 19, 2024 19:06
1 commit to illwieckz/submodules/sync
  • @slipher 2ccb587
    Don't use a C++ exception when parsing numbers
@illwieckz illwieckz pushed to DaemonEngine/Daemon · November 19, 2024 19:06
1 commit to illwieckz/submodules/sync
  • @illwieckz 43c9ea1
    VirtualMachine: make receive timeout configurable
@slipher slipher opened Unvanquished/Unvanquished#3196 · November 19, 2024 19:00
Don't use a C++ exception when parsing numbers #3196

Encountered by illwieckz while testing the Saigo toolchain. It's a bad idea anyway since exceptions can be slow and this case was not even an error.

+6 -6
@VReaperV VReaperV commented on DaemonEngine/Daemon#1414 · November 19, 2024 18:48

I've been thinking that by quantising the stage data and offloading textures to a buffer with a fixed layout might improve this further. For contex…

@Viech Viech commented on Unvanquished/Unvanquished#1927 · November 19, 2024 18:20

This would make sense lore-wise. But from a gameplay perspective it's humans with their lower mobility who are in greater need of this information …

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 18:19

If I comment out the <if> tag in ui/options_ui.rml, the execution continue, but then I get stuck in ui/callvote_fillbots.rml and there is now <if>

@VReaperV VReaperV commented on Unvanquished/Unvanquished#1673 · November 19, 2024 18:16

I believe #3061 is a fix for this issue.

@VReaperV VReaperV commented on Unvanquished/Unvanquished#1927 · November 19, 2024 18:13

Could this just be an asymmetrical aspect between the 2 teams? It makes sense that OM does this because it's some magic telepathic bullshit, howeve…

@VReaperV VReaperV commented on Unvanquished/Unvanquished#1958 · November 19, 2024 18:07

I know that some form of this exists on @sweet235 Map&Bot Testing server. I don't know if it's in master though.

@VReaperV VReaperV commented on Unvanquished/Unvanquished#2000 · November 19, 2024 18:03

model is not properly textured by itself Is this still the case? The other 2 issues have been fixed by converting the model to iqm.

@VReaperV VReaperV commented on Unvanquished/Unvanquished#2058 · November 19, 2024 17:55

To me, making them blue and red sounds like they would blend in too much with the background?

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:54

If I comment out the <if> tag in ui/options_ui.rml, the execution continue, but then I get stuck in ui/callvote_fillbots.rml and there is now <if>

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:50

It is stuck with an <if> tag.

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:46

So in libs/RmlUi/Source/Core/XMLParser.cpp in XMLParser::HandleElementStart() it is stuck in node_handler->ElementStart()

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:43

Ah no, BaseXMLParser::HandleElementStart() is overriden by XMLParser::HandleElementStart()… 🤦‍♀️️

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:26

Well, because both parameters are RMLUI_UNUSED_PARAMETER, I guess the compiler can just skip the function.

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:23

So I did this: void BaseXMLParser::HandleElementStartInternal(const String& name, const XMLAttributes& attributes) { line_number_open_tag = line_nu…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:18

In BaseXMLParser::HandleElementStartInternal() it is stuck in HandleElementStart().

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:16

It is stuck in some HandleElementStartInternal() in ReadOpenTag(): bool BaseXMLParser::ReadOpenTag() { // Increase the open depth open_tag_depth++; //

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 17:03

I now did that in ReadBody(): else { Log::Message(Log::LT_INFO, "BaseXMLParser::ReadBody 1.5.1"); if (!ReadOpenTag()) { Log::Message(Log::LT_INFO, "

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 16:58

So I did that: void BaseXMLParser::ReadBody() { RMLUI_ZoneScoped; open_tag_depth = 0; line_number_open_tag = 0; Log::Message(Log::LT_INFO, "BaseXML…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#3195 · November 19, 2024 16:50

I just noticed that the counter restart when doing ReadBody(), so maybe the function is recursive.