Daemon
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The Dæmon game engine. With some bits of ioq3 and XreaL.
Generate a material for skybrushes and use it with the stencil buffer to prevent material system from rendering stuff over the skybox which would be normally culled by the BSP....
Our engine already supports scaling and offsetting an height map, but it currently only supports the shader-wide DarkPlaces' `dpoffsetmapping` syntax, which is not enabled by default, and unlike the DarkPlaces...
Sometime with less common compilers I get an error about `getrandom` syscall failures, but we already have an alternate implementation. It happens that the checks is currently done at build...
Hey, so we wanted to do something about udp downloads for a while. This is a proposal where UDP downloads will only be proposed if HTTP downloads are not set...
One change is a functional change, but that shouldn't change anything for Unvanquished because it cannot trigger.
First seen in https://github.com/Unvanquished/Unvanquished/issues/799 See the ice stalactites on the gauntry (in background): [](https://dl.illwieckz.net/b/daemon/bugs/translucent-on-fog/unvanquished_2020-04-12_045607_000.jpg)
Given the conversation in #1209 I've had some thoughts on how we might be able to reconstruct light sources to create shadowmaps for maps that we don't have sources for,...
It reads back a stencil buffer value and adds it to `backEnd.pc.c_overDraw`, but it's then never used. It might be better to do this in a different manner anyway, since...
`computeDynamicLight()` calls `computeDeluxeLight()`, which then adds the reflection colour if reflections are available. A simple fix would be to have an extra input or something to distinguish between the main...
I remember @DolceTriade said one day he seen bugs while compiling with GCC 14. I confirm I see bugs affecting models in a weird way when compiling with GCC 14...