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Reproduced and fixed part about `primitiveFragmentShadingRateMeshShader`
Very interesting! Those "rings", suggest to me that issue occurring only at the edge of light source. Presumably intel has some issue, when working with non-full quad. @AlexJakeGreen If you...
If you have development environment, you may check: OpenGothic/shader/lighting/light.frag. Shader has multiple early-outs in the `main` function: ``` if(factor>1.0) discard; ``` ``` if(light
@AlexJakeGreen are you playing with rayTracing? On RT-capable gpu it should be enable by default; will issue go away, if you run the game with `-rt 0`?
Hi, > I guess, igpu auto-detection needs some improvement, There is no detection of a sort - engine takes this information directly from device property `VkPhysicalDeviceProperties::deviceType`. This is consistent with...
Hi, @Domarion ! Can you please provide a download link for the mod? Thanks!
Hi @Abendlied ! > escorting NPCs like Lares do not wait for player to follow Hm, sort of yes and no. In game-scripts of original game npc suppose to wait...
> Reverting https://github.com/Try/OpenGothic/commit/8716db0b2e4ce5e5baa893ac1433b8b209c8d5ef Hm, I remember this was done, to fix case when the seeker can notice player from behind
Reverted, thanks everyone for testing it and thanks @hwnde for reminding - I've forgot about this ticket :)
> There are two kinds of seeker's. It's not 2 completely different. Seeker behavior is controlled by `aivar[AIV_EnemyOverride] = TRUE` line, and there a few minor variations for the very...