Daemon
                                
                                
                                
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                        The Dæmon game engine. With some bits of ioq3 and XreaL.
Right now we can only send a single integer to GLSL, or float vectors. Meaning that if we need to sends more than one integer, we either have to send...
The distance limit between a portal surface and the nearest `misc_portal_surface` entity was removed in bf333c6d106886441d35cc37dc8dffc9f3dfeeae. However, the comment at the end of R_GetPortalOrientations suggests why a maximum distance may...
This is a GLSL implementation and it produces awful color banding, I assume this is caused by precision loss when computed data is passed from framebuffers to framebuffers. ## Why...
I don't claim it is working, but we need this to make it work. We can notice the current code computes the distance to portal in fragment shader, but ioq3...
Usstremor and tremor-2016 both have a geometry leak. Apparently, tremor-2016 does [not](https://github.com/Masmblr/map-Tremor_2016_src/issues/1) have this leak in unvanquished, and I believe that kind of problem can not be related to gamelogic.
Stacked on #1029. Please review that one first. Gamelogic companion: https://github.com/Unvanquished/Unvanquished/pull/2900 The cgame can now, if it wishes, receive key up and key down events while binds are active. Upon...
Doing /r_logFile 1, then /devmap plat23 produces a black screen upon map load for a few seconds, then goes back to the main menu with the following error: 
Our portal implementation is incomplete, it's basically a proof of concept waiting for more to be done. Our portal code is very similar to the one in [RBQUAKE-3](https://github.com/RobertBeckebans/RBQUAKE-3), what is...
Creep is rendered behind the glass surface it should be over: 
When downloading a file for the build we should have the expected cryptographic hash (hardcoded) and check that it matches. This goes for the external_deps bundles provided by us as...