Unvanquished Development activity

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Daemon Engine
Daemon Engine
Friday, 18 June 2021
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jun 18, 2021
2 commits to illwieckz/gldetect
Unvanquished
Unvanquished
Thursday, 17 June 2021
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#887 Jun 17, 2021

We couldn't reproduce for 5 years, and the code creating the window got multiple rewrite. Better reopen or create new issue if is seen again.

@illwieckz
illwieckz closed an issue in Unvanquished/Unvanquished Jun 17, 2021
main window not visible #887

When starting unvanquished, I hear sound and the console shows stuff, but the main window is not there. Probably bad window handling. $ unvanquishe…

7 comments
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#451 Jun 17, 2021

Before 0.52 the UI was not properly scaled and rendered in weird way given the resolution or the height/width ratio, this should be fixed by now.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#375 Jun 17, 2021

That would also help to implement gamepad support in Ui. See #1238

@illwieckz
illwieckz closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Performance decreased since Alpha 29 (libRocket) #342

Some players have reported notably decreased performance since Alpha 29. My own framerate was previously around its upper limit of 125 fps and is n…

4 comments
@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#342 Jun 17, 2021

The main menu was rendered even when hidden: #1318 - Unvanquished framerate multiple time lower than raw engine framerate because of the menu bein…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#267 Jun 17, 2021

By reworking the GL init code (see DaemonEngine/Daemon#478 ) I noticed the value of r_ext_multisample is never used.

@illwieckz
illwieckz closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Unvanquished 0.52 last meters roadmap #1186

Postponed (😭): server list not blocking on network IO + optional flood limiter: DaemonEngine/Daemon#283 Milestones complete tutorial hud: #1182

6 comments
@slipher
slipher closed an issue in DaemonEngine/Daemon Jun 17, 2021
Can't build PIE executables for Mac #439

ld: warning: PIE disabled. Absolute addressing (perhaps -mdynamic-no-pic) not allowed in code signed PIE, but used in ___gmpn_divexact_1 from ../..…

1 comment
@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Remove the grep command. #786

Here is a list of parts of the code that could be removed: Everything regarding VOIP (Search code/cmake for USE_VOIP): when enabled doesn't even …

8 comments
@slipher
slipher commented on issue Unvanquished/Unvanquished#1184 Jun 17, 2021

The positioning of these was adjusted in 0.52.

@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Tutorial is printed behind the inventory #1184

Tutorial is printed behind the inventory:

1 comment
@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
CMake Deprecation Warning #989

CMake Deprecation Warning Seeing a lot of this: CMake Deprecation Warning at /usr/local/Cellar/cmake/3.7.1/share/cmake/Modules/CMakeForceCompiler.c…

1 comment
@slipher
slipher commented on issue Unvanquished/Unvanquished#1100 Jun 17, 2021

It is checked in https://github.com/Unvanquished/validate-release so we cannot forget it in the future!

@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
0.51.1 dpk md5sums file is empty #1100

This file is empty: http://cdn.unvanquished.net/unvanquished_0.51.1/pkg/md5sums it makes download-dpk.sh unusable.

3 comments
@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Flamer poor performance (ground fires) #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…

12 comments
@slipher
slipher commented on issue Unvanquished/Unvanquished#558 Jun 17, 2021

@illwieckz reworked the UI to make everything based on em units instead of px, so it scales to higher resolutions.

@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Add ability to rescale UI #558

The game text doesn't seem to scale with resolution. People playing on high end monitors can't read anything.

8 comments
@illwieckz
illwieckz pushed to DaemonEngine/Daemon Jun 17, 2021
1 commit to master
  • @necessarily-equal de1cfc0
    Don't fail on non-GLX backends
@illwieckz
illwieckz merged a pull request in DaemonEngine/Daemon Jun 17, 2021
Don't fail on non-GLX backends #483

Not having a GLX context is not a bug: wayland uses EGL for example. This is inspired by: endless-sky/endless-sky@5f5fb10 This may help in #474. Wi…

+4 -0
1 comment
@slipher
slipher pushed to DaemonEngine/Daemon Jun 17, 2021
2 commits to master
@slipher
slipher merged a pull request in DaemonEngine/Daemon Jun 17, 2021
@slipher
slipher closed an issue in DaemonEngine/Daemon Jun 17, 2021
z-fighting black artifacts on models using an nvidia gpu with nvidia's closed-source driver #472

I am running the game (version 0.52) on Linux and observing some black patches, looking like Z-fighting, on alien models and on various gun models …

30 comments
@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Spectator bind key for “+movedown” command can't be changed #536

Hi, by default the bind “C” is used to: +movedown as alien: wallwalk +movedown as human: crouch +movedown as spectator: move down This bind can be …

8 comments
@illwieckz
illwieckz commented on pull request DaemonEngine/Daemon#479 Jun 17, 2021

OK then, I prefer having comments around code that can break just by sneezing but well, that's an opinion. LGTM.

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#341 Jun 17, 2021

Maybe that removes the need for focusing a button we would have to determine (at least, close is focused).

@slipher
slipher pushed to Unvanquished/Unvanquished Jun 17, 2021
2 commits to master
@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Some particle rendering regression since 0.52 #1431

0.52: master:

3 comments
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Jun 17, 2021
+21 -10
1 comment
@slipher
slipher pushed to Unvanquished/Unvanquished Jun 17, 2021
1 commit to master
  • @slipher 6ab28b8
    Fall back to old paths of missile configs
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Jun 17, 2021
Fall back to old paths of missile configs #1434

88850e9 broke compatibility with the 0.52 asset packages. This is bad for development - see Compatibility "Develop Unvanquished on master, using la…

+11 -3
2 comments
@slipher
slipher commented on issue Unvanquished/Unvanquished#341 Jun 17, 2021

The big button in the middle is now centered under the mouse cursor.

@slipher
slipher commented on issue Unvanquished/Unvanquished#941 Jun 17, 2021

The aforementioned FindLua.cmake is now in master. I will assume this is fixed if no one complains.

@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Cmake does not properly locate liblua on Arch Linux. #941

In order to compile on Arch Linux, it is necessary to manually change LUA_LIBRARY from /usr/lib64/liblua.5.2.so to /usr/lib64/liblua.so. It seems F…

10 comments
@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Move some bot code from server to sgame #982

Some path-finding code for bots is located in the server instead of the sgame where it would logically be expected to be. This was done in order to…

1 comment
@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Lucifer cannon knockback consumes jetpack fuel #1323

The lucifer cannon knockback consumes jetpack fuel. Take a luci, a medium armour and a jetpack, go outside in plat23, aim the floor, charge the luc…

4 comments
@slipher
slipher commented on issue Unvanquished/Unvanquished#786 Jun 17, 2021

The grep command is helpful and there is no replacement, so closing.

@slipher
slipher commented on issue Unvanquished/Unvanquished#716 Jun 17, 2021

The Unvanquished release script can serve as documentation of which DLLs from mingw are needed. It also has a way (albeit a hacky one) to find the …

@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 17, 2021
Error 0xc000007b when running a cross-compiled game on Windows #716

Trying to run a cross-compiled executable (from Linux to Windows 7 64bit) leads to error 0xc000007b. Here is the output of Dependency Walker: If I…

4 comments
@illwieckz
illwieckz closed a pull request in DaemonEngine/Urcheon Jun 17, 2021
Speed improvements on repos that have nothing to build #38

This improves performance by 20% when building repositories that haven't changed since last build.

+32 -30
5 comments
@illwieckz
illwieckz commented on pull request DaemonEngine/Urcheon#38 Jun 17, 2021

The other proposed solutions may not work reliably because of race conditions. Anyway, I did the deep rewrote I wanted to do for years to fix the i…

@illwieckz
illwieckz pushed to DaemonEngine/Urcheon Jun 17, 2021
1 commit to master
  • @illwieckz d581d98
    urcheon: reuse already initialized tree objects more
@illwieckz
illwieckz pushed to DaemonEngine/Urcheon Jun 17, 2021
2 commits to master
@slipher
slipher commented on issue Unvanquished/Unvanquished#1195 Jun 17, 2021

I thought of a possible design for allowing binds to be used while in a menu. Instead of having the KEYCATCH_UI flag (which is set when a menu is o…

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#57 Jun 17, 2021

For mode 1 its necessary to listen on keyup cause the keydown event is trigger often if a key is hold down. True, there are key repeat events des…

NetRadiant
NetRadiant
Wednesday, 16 June 2021

Thomas Debesse (0cea019f) at 16 Jun 20:42

q3map2: increase VFS_MAXDIRS because multiple pakpaths with many pk...

@Viech
Viech commented on issue Unvanquished/Unvanquished#1418 Jun 16, 2021

I think the existing beacons are nice for this as they are already meant for communicating with other players quickly. Adding another command just …

@Gireen
Gireen commented on issue Unvanquished/Unvanquished#1418 Jun 16, 2021

But that doesn't require bots to read the chat. Except if you want to create something where players have to write a message and text recognition w…

@Gireen
Gireen commented on issue Unvanquished/Unvanquished#1436 Jun 16, 2021

That's more or less what the human buy menu already displays. This could be just extended for aliens and buildings. The source of this informations…

Unvanquished
Unvanquished
Tuesday, 15 June 2021
@bmorel
bmorel commented on issue Unvanquished/Unvanquished#1418 Jun 15, 2021

I think sending bots orders (or instructions or informations) through chat is interesting in that it may allows bots to react to informations given…

@bmorel
bmorel closed an issue in Unvanquished/Unvanquished Jun 15, 2021
destroyed buildings can be deconstructed, preventing them from exploding #1437

All is in title. I'm pretty sure it's not what is wanted. Thx Super Dupont for talking about it

4 comments
@bmorel
bmorel commented on issue Unvanquished/Unvanquished#1437 Jun 15, 2021

Then this is a documentation bug :)

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1437 Jun 15, 2021

Note: in the past we had repeater that could were designed to cause large damage when exploding, even being able to cause chain reaction… So the de…

@illwieckz
illwieckz commented on issue Unvanquished/Unvanquished#1437 Jun 15, 2021

This is intentional indeed, you have to deconstruct the dead buildable to prevent the explosion to cause further damage on close buildables. You ca…

@slipher
slipher commented on issue Unvanquished/Unvanquished#1437 Jun 15, 2021

This has been known for a long time, and considered a "responsibility" of builders to prevent further base damage. I haven't seen anyone viewing it…

@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Jun 15, 2021
destroyed buildings can be deconstructed, preventing them from exploding #1437

All is in title. I'm pretty sure it's not what is wanted.

@bmorel
bmorel opened an issue in Unvanquished/Unvanquished Jun 15, 2021
add an encyclopedia #1436

The game lack a built-in encyclopedia, which would document the rules. Such encyclopedia might contain tips (as reported in #1435) but I think most…

@bmorel
bmorel commented on issue Unvanquished/Unvanquished#1435 Jun 15, 2021

Add the newly created https://wiki.unvanquished.net/wiki/General_tips link, plus the probable tips for classes and/or equipments. I also think that…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#57 Jun 15, 2021

Gamepads can use the joystick and if not then we can add an exception here anytime Currently, a gamepad player has no way to select any option ne…

@Gireen
Gireen commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#57 Jun 15, 2021

After a few test i found that this version is already the best possible at the moment. For me its good enough. There are no other buttons to be pus…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#57 Jun 15, 2021

What is "actual behaviour"? One key to open the menu, the menu being kept open until another key closes it.

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#57 Jun 15, 2021

If one day we want to implement gamepad support in UI, we may want to be able to cycle the items with keys (like previous/next actions), so actual…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#57 Jun 15, 2021

Two thoughts: If one day we want to implement gamepad support in UI, we may want to be able to cycle the items with keys (like previous/next action…

@Gireen
Gireen commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#57 Jun 15, 2021

Indeed its more complicated than necessary. Ideally everything would only react on keys bound to +activate. It would be possible to hardcore it to Q

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#56 Jun 15, 2021

In the normal case I suppose the sky should always have the largest depth and be sorted first. But I'm not sure it couldn't happen in some case lik…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#56 Jun 15, 2021

But isn't sky meant to be drawn before anything else? As far as I know that's part of why we can't draw sky over other things and then, sometime ob…

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#56 Jun 15, 2021

Daemon#473 seems doubtful to me. Tess_StageIteratorSky is part of the surface drawing pipeline. Clearing of course needs to be done before anything…

@illwieckz
illwieckz commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#56 Jun 15, 2021

After some thoughts, this is what I think about: set r_clear 1 for usual profiles (medium, high, ultra), on today's hardware player should not see…

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#56 Jun 15, 2021

Well we have a fix for for the r_clear-triggered bug, but maybe we should still set it to 0 for the non-fastsky ones as a precaution against other …

@slipher
slipher commented on pull request DaemonEngine/Daemon#479 Jun 15, 2021

Maybe we can at least put a comment saying modifying this code may break even with theoretically equivalent algorithms? That a theoretically corr…

@slipher
slipher commented on pull request UnvanquishedAssets/unvanquished_src.dpkdir#57 Jun 15, 2021

Mode 1 seems like a good idea. Why not have mode 1 trigger on key down? Then there is no need for the global variable recording whether a key was p…

@slipher
slipher commented on pull request Unvanquished/Unvanquished#1434 Jun 15, 2021

Why not both? I can have a working dev environment for the next few days, and also release something :)

@illwieckz
illwieckz commented on pull request Unvanquished/Unvanquished#1434 Jun 15, 2021

Can we just release 0.52.1 on Sunday 20 instead?

@illwieckz
illwieckz commented on issue DaemonEngine/Daemon#472 Jun 15, 2021

I would have expected the Windows driver to be affected because the Nvidia driver is expected to be the same on any platform with some per-operatin…

@slipher
slipher opened a pull request in Unvanquished/Unvanquished Jun 15, 2021
Fall back to old paths of missile configs #1434

88850e9 broke compatibility with the 0.52 asset packages. This is bad for development - see Compatibility "Develop Unvanquished on master, using la…

+11 -3
@slipher
slipher commented on issue DaemonEngine/Daemon#472 Jun 15, 2021

I actually get the issue on Windows too, with a GTX 1070. Well that was a lot of time I wasted installing the Linux proprietary driver...

Unvanquished
Unvanquished
Monday, 14 June 2021
@slipher
slipher pushed to Unvanquished/Unvanquished Jun 14, 2021
1 commit to master
  • @slipher 8c6250a
    Ignore bots when checking if teams are unbalanced
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Jun 14, 2021
Ignore bots when checking team balance #1426

So if you have bots and team balance enforcement enabled, people can't all join the same team.

+12 -5
1 comment
@slipher
slipher pushed to Unvanquished/Unvanquished Jun 14, 2021
2 commits to master
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Jun 14, 2021
@slipher
slipher closed an issue in Unvanquished/Unvanquished Jun 14, 2021
[RFE] Provide Flatpak for Unvanquished #1099

Flatpak is becoming a standard for cross-distro Linux application distribution. Please, consider providing a Flatpak for Unvanquished and hosting i…

5 comments
@slipher
slipher opened a pull request in Unvanquished/Unvanquished Jun 14, 2021
+21 -10
@slipher
slipher pushed to Unvanquished/Unvanquished Jun 14, 2021
2 commits to master
@slipher
slipher merged a pull request in Unvanquished/Unvanquished Jun 14, 2021
+47 -120
Unvanquished
Unvanquished
Saturday, 12 June 2021
@slipher
slipher commented on issue Unvanquished/Unvanquished#1432 Jun 12, 2021

We can do Azure Pipelines - we already have Mac going on that. It has "unlimited" minutes for open-source.

@FreeSlave
FreeSlave commented on issue Unvanquished/Unvanquished#1432 Jun 12, 2021

You can also move to github workflow. Travis.com has a limited plan - first you get 10000 credits for free. Credits are spent on builds. The credit…

@illwieckz
illwieckz deleted branch illwieckz/readme at DaemonEngine/Daemon Jun 12, 2021

Updated Jun 17