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The Dæmon game engine. With some bits of ioq3 and XreaL.

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So, in `tr_shade.cpp` the code is doing that in `Render_liquid()`: ```c++ GL_BindToTMU( 1, tr.portalRenderImage ); ``` I happens that `portalRenderImage` is actually not initialized while it should. This image is...

T-Regression
A-Renderer

In https://github.com/Unvanquished/Unvanquished/issues/1722 a need for a parabolic trace. This means sweeping an axis-aligned bounding box along a parabola, rather than along a line as in a standard trace. Not sure...

T-Feature-Request

This is a proposal for a more general system of conditionally activated binds to replace `teambind`. Loosely inspired by the discussion of Xonotic bind overlays in #108 (although I don't...

T-Feature-Request
A-Input

I'm cross-referencing what might be only a map issue here, as it might also be an engine one: map [terminus](https://github.com/InterstellarOasis/map-terminus_src.dpkdir/issues/1) have a hole in it's walls that might not be...

T-Bug
T-Question
A-Renderer

I was doing a map to torture and fix bots, using as tight as possible geometry. When walking the map myself, I noticed various behaviors which seems buggy. Overall, when...

Running an ASAN enabled build ~~under gdb~~ (even without gdb actually), I got a memory corruption detected when summoning the conole: ``` ================================================================= ==22097==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x6020001f7e34 at...

``` In file included from Unvanquished/daemon/src/engine/client/dl_main.cpp:45: Unvanquished/daemon/src/engine/client/dl_main.cpp: In member function ‘bool {anonymous}::CurlDownload::SetOptions(Str::StringRef)’: Unvanquished/daemon/src/engine/client/dl_main.cpp:175:25: warning: ‘CURLOPT_PROTOCOLS’ is deprecated: since 7.85.0. Use CURLOPT_PROTOCOLS_STR [-Wdeprecated-declarations] 175 | SETOPT( CURLOPT_PROTOCOLS, long(CURLPROTO_HTTP) ) | ^~~~~~~~~~~~~~~~~...

T-Cleanup
A-Network

If you leave a `Cvar::Callback` cvar in the gamelogic at its default value, then the callback is not called the first time the gamelogic loads, but it is called on...

When I look at bullet hole marks while moving, sometimes there is a flickering effect. It seems that parts of them are temporarily disappearing. I get this issue on both...

T-Bug
A-Renderer

Use-after-free reported by ASAN: In `src/engine/audio/Sample.cpp` ```c++ Sample::~Sample() { audioLogs.Debug("Deleting Sample '%s'", GetName()); // ← here } ``` ``` ==375869==ERROR: AddressSanitizer: heap-use-after-free on address 0x60c000000b10 at pc 0x55ef1e97d37d bp 0x7ffc17034020...

T-Bug