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@bmorel bmorel commented on DaemonEngine/Daemon#788 · Jan 27, 2023

which seems to be what you are doing That's the whole point of this ticket: I'm not doing anything yet. I want upstream to choose a solution befo…

@DolceTriade DolceTriade commented on DaemonEngine/Daemon#788 · Jan 27, 2023

I'm not sure how beneficial it would be to bring glm into daemon... I think implementing some direct proxy between vec and glm at the public interf…

@bmorel bmorel commented on DaemonEngine/Daemon#788 · Jan 27, 2023

That's what is currently done in unvanquished. This suppose that glm::vec3 have the exact same memory layout and byte size as vec3_t, notably. It's…

@DolceTriade DolceTriade commented on DaemonEngine/Daemon#788 · Jan 27, 2023

Is using &glmVec[0] too hackish?

Daemon Engine
Daemon Engine
Thursday, 26 January 2023
@bmorel bmorel opened an issue in DaemonEngine/Daemon · Jan 26, 2023
stop using `float[2]`, `float[3]`... in the public interface #788

I have a modified unvanquished codebase which almost got rid of the C Vector API, replaced by glm library, but I'm hitting daemon's limitations as …

@bmorel bmorel opened an issue in DaemonEngine/Daemon · Jan 26, 2023
drop the `Vec` API #787

Before gamelogic started switching to glm, it was using a homemade vector API. This is used in few places in daemon's codebase I think, but one mig…

@bmorel bmorel opened an issue in DaemonEngine/Daemon · Jan 26, 2023
erroneous const-ness for some functions #786

While migrating my codebase toward glm, I identified 3 functions that have wrong const-ness in daemon's public API: trap_S_StartSound CM_BoxTrace t…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#2186 · Jan 26, 2023

I created the res-leveleditor_src.dpkdir repository: https://github.com/UnvanquishedAssets/res-leveleditor_src.dpkdir It contains the DEPS file r…

@illwieckz illwieckz pushed to UnvanquishedAssets/UnvanquishedAssets · Jan 26, 2023
1 commit to master
  • @illwieckz 430543a
    add res-leveleditor repository
@slipher slipher commented on DaemonEngine/Daemon#785 · Jan 26, 2023

You still need to guard find_package(PkgConfig) though

@illwieckz illwieckz created a repository UnvanquishedAssets/res-leveleditor_src.dpkdir · Jan 26, 2023

A simple package only meant to be loaded by level editors to load level editor stuff.

Updated Jan 26

@illwieckz illwieckz opened an issue in DaemonEngine/crunch · Jan 26, 2023
the help of crunch says "-grayscalsampling" without e #31

Reported by julius on Xonotic mapping channel: the help of crunch says "-grayscalsampling" when the correct parm seems to be "-grayscalesampling"

basic color image and materials #4

This is an old pull request of mine I forgot to submit before. First purpose is to provide a set of basic colors. Such basic colors are heavily us…

+408 -28
@illwieckz illwieckz pushed to UnvanquishedAssets/tex-common_src.dpkdir · Jan 26, 2023
1 commit to illwieckz/colors
  • @illwieckz ad0b681
    bikeshedding: group qer keywords in materials
@slipher slipher commented on DaemonEngine/Daemon#785 · Jan 26, 2023

It surely breaks Windows. The CI image just has a ton of crap preinstalled on it.

Unvanquished
Unvanquished
Wednesday, 25 January 2023
@illwieckz illwieckz closed an issue in Unvanquished/Unvanquished · Jan 25, 2023
Map loading screen doesn't disappear after `vid_restart` #2375

I first noticed it some days ago but I was running an arm build with the very experimental panfrost driver from Mesa git main branch. But I just re…

12 comments
@illwieckz illwieckz commented on DaemonEngine/crunch#30 · Jan 25, 2023

It looks like crunch only produces DXT5_AGBR files with normal maps, not non-normal maps. We already use -DXn format for normal maps, so anytime we…

@illwieckz illwieckz commented on DaemonEngine/Urcheon#60 · Jan 25, 2023

I added a commit to use the -noNormalDetection crunch option that is added in DaemonEngine/crunch#30 This avoids to mistakenly produce DXT5_AGBR fi…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#2383 · Jan 25, 2023

See https://github.com/DaemonEngine/daemonmap/pull/13/files for better cell height adjustment code that was known to work with anthill.

@illwieckz illwieckz pushed to DaemonEngine/Urcheon · Jan 25, 2023
2 commits to illwieckz/rgb-tga
  • @illwieckz 22497d7
    urcheon/action: pass -noNormalDetection to crunch
  • @illwieckz 7a465c1
    urcheon/action: strip alpha channel if fully opaque when converting i…
@illwieckz illwieckz commented on DaemonEngine/crunch#30 · Jan 25, 2023

with Metro's rust06e $ crunch -quality 255 -file /tmp/rust06e.tga -out /tmp/rust06e-dxt5.crn Apparent type: Normal map, Flags: R G B Non-Flipped In…

@illwieckz illwieckz opened DaemonEngine/crunch#30 · Jan 25, 2023
crunch: add `-noNormalDetection` to avoid normal map detection #30

Add -noNormalDetection to avoid normal map detection Curnch has an algorithm to try to detect normal maps, probably to pick higher quality compress…

+14 -7
@illwieckz illwieckz pushed to DaemonEngine/crunch · Jan 25, 2023
2 commits to illwieckz/nonormaltype
  • @illwieckz ca85f59
    bikeshedding: whitespace
  • @illwieckz 22bf521
    crunch: add -noNormalDetection to avoid normal map detection
@illwieckz illwieckz commented on DaemonEngine/Urcheon#60 · Jan 25, 2023

With Metro map textures stripping the opaque alpha channel before calling crunch saves 2% of file size. Unfortunately rust06e and m77-blanc are sti…

@DolceTriade DolceTriade commented on DaemonEngine/Daemon#785 · Jan 25, 2023

Honestly I thought find_package was calling pkg-config under the hood.

@necessarily-equal necessarily-equal commented on DaemonEngine/Daemon#785 · Jan 25, 2023

pkg-config is love, pkg-config is life. I don't know the implications for other platforms, but at least it seems CI works. I know we rely on pkg-co…

@DolceTriade DolceTriade commented on DaemonEngine/Daemon#785 · Jan 25, 2023

Does this have implications on other platforms? Can we do find_package first and then pkg-config after?

@DolceTriade DolceTriade pushed to Unvanquished/Unvanquished · Jan 25, 2023
2 commits to 0.54.0/sync
  • @DolceTriade 8f82b88
    welcome: Don't say we've seen the welcome screen if we haven't seen it.
  • @DolceTriade 96ff6f6
    welcome: Fix stuck loading screen on vid_restart
Use pkg-config for curses #785

This reportedly fixes a compilation error on Gentoo, similar to jonathanklee/ngp#30.

+2 -2
@slipher slipher commented on Unvanquished/Unvanquished#2381 · Jan 25, 2023

I think if things rely on the mapname being set in the cgame, it is a bug. Agreed. Well, I do use it in the cgame for cg_navgenOnLoad, but that c…

@illwieckz illwieckz pushed to DaemonEngine/Urcheon · Jan 25, 2023
1 commit to illwieckz/rgb-tga
  • @illwieckz adcda5a
    urcheon: strip alpha channel if fully opaque when converting images w…
@illwieckz illwieckz pushed to DaemonEngine/Urcheon · Jan 25, 2023
1 commit to illwieckz/rgb-tga
  • @illwieckz 969fec6
    urcheon: strip alpha channel if fully opaque when converting images w…
@illwieckz illwieckz commented on DaemonEngine/Urcheon#60 · Jan 25, 2023

We may want to also implement this optimization in crunch, but I want Urcheon to take care of this in all cases…

@illwieckz illwieckz commented on DaemonEngine/Urcheon#60 · Jan 25, 2023

I noticed crunch was producing formats currently unsupported by Dæmon engine with some images: Warn: CRN image 'models/mapobjects/kosad/conteneur/r…

@illwieckz illwieckz opened DaemonEngine/Urcheon#60 · Jan 25, 2023
urcheon: strip alpha channel if fully opaque when converting images with crunch #60

Crunch doesn't detect opaque alpha channels, so it would convert RGBA tga with opaque alpha channel to DXT5 crn (and may even convert to swizzle fo…

+12 -1
@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#2378 · Jan 25, 2023

Hm, idk what's going on. Even if I set the value by clicking on it, it doesn't stick. As far as I can tell, the datasources are getting their value…

@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#2378 · Jan 25, 2023

Ah, this affects specifically <dataselect/> elements, which look the same as regular drop downs, but are not the same 😄

@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#2378 · Jan 25, 2023

f5d89ca I think was the fix... Maybe this is another issue

@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#2378 · Jan 25, 2023

I could have sworn I fixed this...

@DolceTriade DolceTriade pushed to Unvanquished/Unvanquished · Jan 25, 2023
2 commits to ishq/vrbug
Unvanquished Assets
Unvanquished Assets
Tuesday, 24 January 2023

Before releasing 0.54, we may want to rename r_lightStyles to r_lightStyle without plural form to be consistent with other cvar names like r_dynami…

add option to enable/disable light styles in presets and options #172

r_lightStyles is a recent cvar added in DaemonEngine/Daemon#751 Light Styles are precomputed dynamic lights for static map objects: the map compile…

+11 -1
@illwieckz illwieckz pushed to Unvanquished/Unvanquished · Jan 24, 2023
2 commits to 0.54.0/sync
@illwieckz illwieckz pushed to DaemonEngine/Daemon · Jan 24, 2023
2 commits to 0.54.0/sync
  • @illwieckz 10686dd
    Merge branch 'master' into 0.54.0/sync
  • @slipher 0a5d526
    Enable disabled GCC warnings we are clean from
@illwieckz illwieckz pushed to Unvanquished/Unvanquished · Jan 24, 2023
1 commit to master
@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#2375 · Jan 24, 2023

I'll try to find some time to dig deeper into this today or tomorrow.

@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#2381 · Jan 24, 2023

I think if things rely on the mapname being set in the cgame, it is a bug. I think it's probably a good thing to set the cvar tho so we can rely on…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#2375 · Jan 24, 2023

It would be good to know what kind of issue that change was meant to fix, to know if reverting that change to fix the current issue would bring bac…

@illwieckz illwieckz closed an issue in Unvanquished/Unvanquished · Jan 24, 2023
Map loading screen displays incomplete information when connecting to a server #2376

I probably put the code to fetch the data too early in map load code to get it while connecting to a server that is not itself. Loading a map with …

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · Jan 24, 2023
1 commit to master
  • @illwieckz c6f7434
    cgame: read map name from server config string instead of cvar, fix #…
@illwieckz illwieckz merged Unvanquished/Unvanquished#2380 · Jan 24, 2023
cgame: read map name from server config string instead of cvar, fix #2376 #2380

cgame: read map name from server config string instead of cvar, fix #2376 cvar is only reliable when hosting map with the client server config str…

+7 -1
4 comments
@illwieckz illwieckz commented on Unvanquished/Unvanquished#2380 · Jan 24, 2023

I see no other way to implement this since cgs.mapname isn't usable yet when the map load screen starts to paint (or we would have to delay the pai…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#2380 · Jan 24, 2023

Agree, if we need to read the cvar earlier, we should set it earlier. @DolceTriade The cvar is never set at all when joining a server. I don't kn…

@illwieckz illwieckz opened an issue in Unvanquished/Unvanquished · Jan 24, 2023
`mapname` cvar is never set when joining a server, is it a bug or not? #2381

I'm not sure this is a bug, but mapname cvar is never ser when joining a server. This cvar is only set when running a map as a server (or with a cl…

Unvanquished
Unvanquished
Monday, 23 January 2023
@illwieckz illwieckz commented on Unvanquished/Unvanquished#2343 · Jan 23, 2023

This issue is less visible after DaemonEngine/Daemon#784 was merged, but we can still reproduce it with weapons like the pulse rifle:

@illwieckz illwieckz commented on Unvanquished/Unvanquished#2351 · Jan 23, 2023

It is believed to be fixed by DaemonEngine/Daemon#784 , please reopen if you reproduce it after merging DaemonEngine/Daemon#784 .

@illwieckz illwieckz closed an issue in Unvanquished/Unvanquished · Jan 23, 2023
Dynamic lights too bright on Nvidia #2351

On Nvidia that the dynamic lights are way too bright. Here's a single blaster shot: GPU: NVIDIA GeForce GTX 1050 Ti

2 comments
@illwieckz illwieckz pushed to UnvanquishedAssets/res-weapons_src.dpkdir · Jan 23, 2023
1 commit to master
  • @illwieckz 0b97426
    particles, trails: dim dinamic lights a bit (divide by two) since all…
particles, trails: dim dinamic lights a bit (divide by two) since all of them are now rendered #13

particles, trails: dim dinamic lights a bit (divide by two) since all of them are now rendered See DaemonEngine/Daemon#784

+9 -9
1 comment
@illwieckz illwieckz pushed to UnvanquishedAssets/res-buildables_src.dpkdir · Jan 23, 2023
1 commit to master
  • @illwieckz 8301baa
    particles, trails: dim dinamic lights a bit (divide by two) since all…
@slipher slipher merged DaemonEngine/Daemon#784 · Jan 23, 2023
Render all dynamic lights, not a random 25% #784

The dynamic lights are evenly divided into four "layers". Due to the typo of 'return' instead of 'break' (unnoticed since the original tiled render…

+1 -7
7 comments
@slipher slipher pushed to DaemonEngine/Daemon · Jan 23, 2023
1 commit to 0.54.0/sync
  • @slipher 6d19aa6
    Render all dlights not a random 25%
@illwieckz illwieckz commented on DaemonEngine/Daemon#784 · Jan 23, 2023

The same code is present at the end of the function. There is no longer an early return so it does not need to be duplicated. Oh, so that even me…

@slipher slipher commented on DaemonEngine/Daemon#784 · Jan 23, 2023

@slipher what and why is the other code removed? It looks like some debug code but I don't know more about it… The same code is present at the en…

@slipher slipher commented on Unvanquished/Unvanquished#2377 · Jan 23, 2023

The idea is to put the most used commands at the beginning rather than alphabetize

@slipher slipher commented on Unvanquished/Unvanquished#2265 · Jan 23, 2023

The main server-side navmesh generation was merged: #2353. What remains to have this released is: Enable cvars for navmesh generation by default (c…

@slipher slipher commented on Unvanquished/Unvanquished#2369 · Jan 23, 2023

Let's go with replacing ATTACK_RANGE with ROCKETPOD_RANGE everywhere, it sucks to have multiple names for the same constant anyway.

@slipher slipher pushed to DaemonEngine/Daemon · Jan 22, 2023
1 commit to master
  • @slipher 0a5d526
    Enable disabled GCC warnings we are clean from
@illwieckz illwieckz commented on Unvanquished/Unvanquished#2375 · Jan 22, 2023

Why is it stuck in a while loop in the first place? I have no idea, the trace isn't very talkative about it when interrupt the game…

@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#2375 · Jan 22, 2023

Hm, not entirely sure how this fixes it... Why is it stuck in a while loop in the first place?

@DolceTriade DolceTriade commented on Unvanquished/Unvanquished#2380 · Jan 22, 2023

Agree, if we need to read the cvar earlier, we should set it earlier.

Unvanquished
Unvanquished
Saturday, 21 January 2023
@illwieckz illwieckz commented on Unvanquished/Unvanquished#2380 · Jan 21, 2023

For reference the code to display the levelshot also uses Info_ValueForKey( CG_ConfigString( CS_SERVERINFO ), "mapname" ), I assume it's also to di…

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · Jan 21, 2023
1 commit to illwieckz/map-loading-map-name
  • @illwieckz 86b5040
    cgame: read map name from server config string instead of cvar, fix #…
@illwieckz illwieckz commented on Unvanquished/Unvanquished#2380 · Jan 21, 2023

Note: The fact the cvar value is not set when the client is not also a server may be a bug, what do you think about it?

@illwieckz illwieckz commented on Unvanquished/Unvanquished#2380 · Jan 21, 2023

The map loading screen is painted before cgs.mapname is set and we better want to have the name displayed as soon as possible to not see the map lo…

@illwieckz illwieckz pushed to Unvanquished/Unvanquished · Jan 21, 2023
1 commit to illwieckz/map-loading-map-name
  • @illwieckz ecdc9c1
    cgame: read map name from server config string instead of cvar, fix #…
@illwieckz illwieckz commented on Unvanquished/Unvanquished#2375 · Jan 21, 2023

@DolceTriade Doing this fixes the bug, it's a partial revert of e7f47fa. diff --git a/src/cgame/cg_rocket.cpp b/src/cgame/cg_rocket.cpp index d8e71…

@illwieckz illwieckz commented on Unvanquished/Unvanquished#2375 · Jan 21, 2023

Restoring the wonky switch doesn't fix the bug.

@illwieckz illwieckz commented on Unvanquished/Unvanquished#2375 · Jan 21, 2023

@DolceTriade maybe the “refactor the switch statement to be more readable instead of relying on wonky fallthrough” from 7f47faab2cfa6c87df8aaf17685…