Unvanquished Development activity

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Daemon Engine
Daemon Engine
Saturday, 05 October 2024
@VReaperV VReaperV commented on DaemonEngine/Daemon#1335 · October 5, 2024 22:25

No idea, I was told that Adrenain had to be uninstalled because it was apparently hard-locking in unv after some Adrenalin update, and that they're…

@illwieckz illwieckz commented on UnvanquishedAssets/res-weapons_src.dpkdir#22 · October 5, 2024 22:25

Since the weapon actually fires a muzzle flash sprite, we may actually add a dynamic light that works, instead. For consistency. The lcannon doesn'…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1341 · October 5, 2024 22:23

(moved from review since this would require targeting for-0.55) This: Daemon/src/engine/renderer/tr_backend.cpp Line 2696 in 14e7fb0 app…

@illwieckz illwieckz commented on UnvanquishedAssets/res-weapons_src.dpkdir#22 · October 5, 2024 22:22

textures were configured to be invisible using a black texture with blendfunc add. Lol it even duplicated a black image for every flash instead o…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1335 · October 5, 2024 21:35

Apparently not Adrenalin What does that mean? Does that mean the AMD proprietary driver is not Adrenalin? or that Adrenalin is not buggy? Is ther…

@illwieckz illwieckz deleted branch illwieckz/arb-framebuffer-object in DaemonEngine/Daemon · October 5, 2024 21:28

Updated Oct 5

@illwieckz illwieckz pushed to DaemonEngine/Daemon · October 5, 2024 21:28
1 commit to master
  • @illwieckz 14e7fb0
    sdl_glimp: add r_arb_framebuffer_object cvar
@illwieckz illwieckz merged DaemonEngine/Daemon#1329 · October 5, 2024 21:28
sdl_glimp: add r_arb_framebuffer_object cvar #1329

Add r_arb_framebuffer_object cvar, I noticed it was missing when debugging something. Having it makes easy to test the workaround.

+27 -21
7 comments
@VReaperV VReaperV commented on DaemonEngine/Daemon#1335 · October 5, 2024 20:11

Apparently not Adrenalin, but I don't think that changes anything here, it should still be disabled on non-Mesa ATI, regardless of if running in Wine.

@slipher slipher opened UnvanquishedAssets/res-weapons_src.dpkdir#22 · October 5, 2024 12:05
Delete some useless stuff #22

Most notably, we will not have to render an invisible model each time certain guns are fired. That part needs Unvanquished/Unvanquished#3103.

+0 -225
@slipher slipher opened Unvanquished/Unvanquished#3103 · October 5, 2024 11:05
Fix muzzle flash dlight without flash model #3103

Muzzle flash dynamic lights (for weapon firing effects) didn't work if there was no muzzle flash model configured. Before now, asset designers have…

+27 -25
@slipher slipher commented on Unvanquished/Unvanquished#3101 · October 5, 2024 10:22

The flamer "projectile" is a muzzle flash particle system. The actual missile is invisible.

@slipher slipher opened DaemonEngine/Daemon#1341 · October 5, 2024 09:25
Lighting-related cleanup; make r_dynamicLight non-latch #1341

Remove unused and unneeded lighting code Gate some tiled renderer-specific code behind the tiled cvar Make r_dynamicLight non-latch, to quickly to…

+32 -297
@slipher slipher commented on DaemonEngine/Daemon#662 · October 5, 2024 07:40

Apparently at some point, a subset of non-blob shadows were made to work while tiled mode was enabled, by just using the forward lighting code for …

@slipher slipher commented on Unvanquished/Unvanquished#415 · October 5, 2024 07:25

Automatic fading for all particles (other than ones that don't use alpha blending, where a depth fade is calculated but has no effect) was implemen…

@slipher slipher closed an issue in Unvanquished/Unvanquished · October 5, 2024 07:25
Soften all (close/big/relevant/…) particles automatically #415

Particles with hard clipping on walls are ugly, fix this. http://blog.wolfire.com/2010/04/Soft-Particles

6 comments
@VReaperV VReaperV pushed to DaemonEngine/Daemon · October 5, 2024 07:20
1 commit to master
@VReaperV VReaperV merged DaemonEngine/Daemon#1241 · October 5, 2024 07:20
Improve shader logging #1241

Parse info logs on shader compilation failure in an implementation-dependent way, which poduces an output like this: 136: vec4 color; 137: vec2 te…

+291 -104
5 comments
@slipher slipher commented on DaemonEngine/Daemon#1328 · October 5, 2024 02:55

I think setting the latch flag for these is more misleading than enlightening, since there are 2 VMs which can be restarted independently. For exam…

@slipher slipher merged DaemonEngine/Daemon#1337 · October 5, 2024 02:50
Fix compilation with gcc 8.3 #1337

The noreturn made std::thread(SignalHandler) not compile

+1 -1
@slipher slipher pushed to DaemonEngine/Daemon · October 5, 2024 02:50
1 commit to master
  • @slipher bce4f6f
    Fix compilation with gcc 8.3
Daemon Engine
Daemon Engine
Friday, 04 October 2024
@VReaperV VReaperV commented on DaemonEngine/Daemon#1335 · October 4, 2024 12:38

From dev channel: in fact, iirc, there is even a warning printed in the console about missing bindless texture extension when you launch unv on a mac

@VReaperV VReaperV commented on DaemonEngine/Daemon#1335 · October 4, 2024 12:35

Yes Thanks for the confirmation. This can then set foundOglp to true.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1335 · October 4, 2024 12:18

Maybe with Mesa zink over MoltenVK over Metal, but then it's Mesa, and then not the Apple AMD/ATI driver. 😄️

@cu-kai cu-kai commented on DaemonEngine/Daemon#1335 · October 4, 2024 12:13

Yes bindless texture does not work on macOS and probably never will.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1335 · October 4, 2024 11:58

AFAIK Apple is stuck on 4.1 completely due to their petty bullshit of trying to push Metal.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1335 · October 4, 2024 11:41

I've received a report that it's also not working on the windows AMD proprietary driver (which is the Adrenalin one I guess).

@VReaperV VReaperV commented on DaemonEngine/Daemon#1338 · October 4, 2024 11:26

Yeah, zFar is supposed to cover the whole map in whatever direction, while zNear can change for portals. depthtile1_vp does this, albeit with r_zNear

@VReaperV VReaperV commented on DaemonEngine/Daemon#1339 · October 4, 2024 11:07

@illwieckz Any thoughts on the above? Maybe another approach?

@VReaperV VReaperV commented on DaemonEngine/Daemon#1333 · October 4, 2024 11:06

If you go on NUKING the r_highPrecisionRendering test on light tile, better add a comment saying that “it's not about representing more or less co…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1333 · October 4, 2024 11:03

I also wondered if such alternative code would help if one day we optionally target OpenGL ES as a fallback, it looks like none of those extensi…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1333 · October 4, 2024 10:30

Hmm, I thought I did replace it with tabs. Maybe I changed some setting in my IDE that converted it into spaces, I'll recheck this later.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1333 · October 4, 2024 10:25

Same concern about tabs.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1333 · October 4, 2024 10:23

It looks like you're actually rewriting the whole file so I prefer if you use this opportunity to switch to tabs.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1333 · October 4, 2024 10:16

I don't think r_highPrecisionRendering should affect the lighttile texture anyway. After all, it's not about representing more or less colours/dep…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1333 · October 4, 2024 10:12

I also wondered if such alternative code would help if one day we optionally target OpenGL ES as a fallback, it looks like none of those extensio…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1333 · October 4, 2024 10:10

More detailed example: I don't think r_highPrecisionRendering should affect the lighttile texture anyway. After all, it's not about representing …

@VReaperV VReaperV commented on DaemonEngine/Daemon#1333 · October 4, 2024 10:07

One interest in the alternate code to EXT_texture_integer is that it allows to use RGBA8 textures instead of RGBA32UI ones and then, use less VRAM…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1333 · October 4, 2024 09:58

I also wondered if such alternative code would help if one day we optionally target OpenGL ES as a fallback, it looks like none of those extension…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1333 · October 4, 2024 09:52

More detailed example: ]/r_highPrecisionRendering on ]/vid_restart ]/listImages _*tile*Render -----------------------------------------------------…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1333 · October 4, 2024 09:48

One interest in the alternate code to EXT_texture_integer is that it allows to use RGBA8 textures instead of RGBA32UI ones and then, use less VRAM.…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1333 · October 4, 2024 09:32

I also wondered if such alternative code would help if one day we optionally target OpenGL ES as a fallback, it looks like none of those extensions…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1328 · October 4, 2024 09:18

It now uses Sys::Error, I also modified the code to use Sys:Error on other critical file lookup.

@illwieckz illwieckz pushed to DaemonEngine/Daemon · October 4, 2024 09:17
2 commits to illwieckz/nacl-workaround
  • @illwieckz e2dedcc
    VirtualMachine: add workaround cvars for not disabling platform quali…
  • @illwieckz 0407cd8
    renderer: add more debug log about image creation
  • 4 more commits »
@illwieckz illwieckz commented on DaemonEngine/Daemon#1328 · October 4, 2024 08:48

I was thinking about it but in the future I want to have a dumCvars command that would write some dump.txt file (basically doing this the non-hacky…

@illwieckz illwieckz commented on DaemonEngine/Daemon#1281 · October 4, 2024 08:44

Awesome work, it works on my end, it even fixes the distortion of metro chain sprite. I'm not sure the lighting of the chain is correct, but that'…

@slipher slipher opened UnvanquishedAssets/res-weapons_src.dpkdir#21 · October 4, 2024 03:35
Fix prifle and lcannon 2nd impacts (autosprite rework) #21

As of 0.54, the gfx/weapons/prifle/impact particles used for prifle and lcannon secondary impact effects were only visible at oblique angles due to…

+3 -2
@slipher slipher pushed to DaemonEngine/Daemon · October 4, 2024 02:12
2 commits to slipher/autosprite-cpu
@slipher slipher commented on DaemonEngine/Daemon#1281 · October 4, 2024 02:01

I changed the target branch to 0.55 since this significantly changes the display of assets. It's ready to review and merge. I'm continuing to work …

@illwieckz illwieckz pushed to UnvanquishedAssets/res-buildables_src.dpkdir · October 3, 2024 23:27
1 commit to illwieckz/telenode
  • @illwieckz 803492d
    models: scale telenode model by .9 at build time
@illwieckz illwieckz commented on UnvanquishedAssets/res-buildables_src.dpkdir#20 · October 3, 2024 23:25

Ah no, it's just that Urcheon doesn't (yet) invalidates the iqm build if the .iqe.cfg file is modified, the scaling is done: I even can adjust it …

@illwieckz illwieckz commented on UnvanquishedAssets/res-buildables_src.dpkdir#20 · October 3, 2024 23:19

Something is very wrong, setting a scale of .001 does nothing…

@illwieckz illwieckz commented on UnvanquishedAssets/res-buildables_src.dpkdir#20 · October 3, 2024 23:13

I still get the being model too big, that's is very weird.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1340 · October 3, 2024 18:57

Okay, closing this then.

@illwieckz illwieckz commented on DaemonEngine/Daemon#1340 · October 3, 2024 18:57

yes, it is now meant to be obsoleted by #1335

@VReaperV VReaperV commented on DaemonEngine/Daemon#1340 · October 3, 2024 18:55

So this is to be considered obsolete then?

@illwieckz illwieckz commented on DaemonEngine/Daemon#1340 · October 3, 2024 18:51

That would have conflicted with #1335 But since that was not the only mistake, I also implemented the bindless enablement fix in #1335 and fixed th…

@illwieckz illwieckz pushed to DaemonEngine/Daemon · October 3, 2024 18:50
2 commits to illwieckz/beautify-glext
  • @illwieckz 2c7d367
    sdl_glimp: rewrite a bit some GL extension and workaround detection a…
  • @illwieckz 0407cd8
    renderer: add more debug log about image creation
  • 4 more commits »
@VReaperV VReaperV commented on DaemonEngine/Daemon#1241 · October 3, 2024 17:30

I've opened an issue for it: #1339. I consider that out of scope here though, since this pr is about logging.

@VReaperV VReaperV commented on DaemonEngine/Daemon#1339 · October 3, 2024 17:29

A quick and dirty fix would be to add 3 commented out lines for every disabled macro, and then just add 3 lines to the count for #insert. Another o…

@VReaperV VReaperV opened an issue in DaemonEngine/Daemon · October 3, 2024 17:27
Shaders with non-empty macros throw off #insert line numbers #1339

Daemon/src/engine/renderer/gl_shader.cpp Line 1037 in 0407cd8 receives the shader without any macros set, so #insert gets incorrect line…

@VReaperV VReaperV commented on DaemonEngine/Daemon#1241 · October 3, 2024 17:15

So I checked everything again and it turns that what was throwing me off were the shader compile macros. They're never passed to InitShader(), but …

@illwieckz illwieckz pushed to UnvanquishedAssets/UnvanquishedAssets · October 3, 2024 15:47
1 commit to for-0.55.0/sync
  • @illwieckz 78e684a
    sync for-0.55.0/sync submodules
@illwieckz illwieckz pushed to UnvanquishedAssets/res-players_src.dpkdir · October 3, 2024 15:46
1 commit to for-0.55.0/sync
  • @slipher 335faac
    Fix 'green_acid' shader culling
gfx: use fitScreen on scope #20

No need to load the scope textures in full resolution if the screen is small.

+1 -1
2 comments
@illwieckz illwieckz pushed to UnvanquishedAssets/res-weapons_src.dpkdir · October 3, 2024 15:32
1 commit to for-0.55.0/sync
  • @illwieckz fb43703
    gfx: use fitScreen on scope
@illwieckz illwieckz pushed to UnvanquishedAssets/UnvanquishedAssets · October 3, 2024 15:29
1 commit to master
@slipher slipher commented on DaemonEngine/Daemon#1338 · October 3, 2024 12:17

Seemed like more effort than it's worth since I would have to plumb through the near/far values (which can apparently be different for every view) …

@illwieckz illwieckz pushed to UnvanquishedAssets/res-weapons_src.dpkdir · October 3, 2024 12:14
1 commit to illwieckz/fitscreen
  • @illwieckz f41f481
    gfx: use fitScreen on scope
@VReaperV VReaperV commented on DaemonEngine/Daemon#1338 · October 3, 2024 12:06

Why not linearize it then? I assume the different fading based on near/far plane etc. is not intended.

@slipher slipher commented on DaemonEngine/Daemon#1336 · October 3, 2024 11:34

I guess the command tool version could just be a shell script then.

@illwieckz illwieckz pushed to UnvanquishedAssets/res-weapons_src.dpkdir · October 3, 2024 11:34
2 commits to illwieckz/fitscreen
@illwieckz illwieckz deleted branch illwieckz/logging in DaemonEngine/Daemon · October 3, 2024 11:24

Updated Oct 4

@illwieckz illwieckz pushed to DaemonEngine/Daemon · October 3, 2024 11:24
2 commits to master
  • @illwieckz 0407cd8
    renderer: add more debug log about image creation
  • @illwieckz 7e8c832
    sdl_glimp: tell if used extension is required or optional
@illwieckz illwieckz merged DaemonEngine/Daemon#1331 · October 3, 2024 11:24
More renderer debug logs #1331

Some renderer debug logs I needed to debug things: sdl_glimp: tell if used extension is required or optional When it is suspected an extension ma…

+25 -11
@illwieckz illwieckz pushed to DaemonEngine/Daemon · October 3, 2024 10:36
2 commits to illwieckz/logging
@illwieckz illwieckz commented on DaemonEngine/Daemon#1336 · October 3, 2024 10:33

Any other implementation that does the same thing may work, indeed. The nice thing with that external tool is that it's testable from outside dæmon…

@slipher slipher opened DaemonEngine/Daemon#1338 · October 3, 2024 09:42
GLSL cleanup: make var_FadeDepth a scalar #1338

Divide out the w coordinate in the vertex shader instead of the fragment shader. Also add comment about hacky depth fraction calc.

+13 -6
@slipher slipher opened DaemonEngine/Daemon#1337 · October 3, 2024 06:23
Fix compilation with gcc 8.3 #1337

The noreturn made std::thread(SignalHandler) not compile

+1 -1
@VReaperV VReaperV commented on DaemonEngine/Daemon#1241 · October 3, 2024 06:13