VReaperV
VReaperV
I have some ideas on how to fix this without decreasing performance, just need to correctly select which skybox to draw.
> > I think I read a couple days ago that this is supposed to be fixed in SDL 2.30. > > I found that thing that I read: [libsdl-org/SDL#1059...
Isn't there some static effect on `pulse`?
> Which models use the pure-gamelogic implementation? If there are many of those it could be worth breaking out into a separate non-compat-breaking PR. All buildings. I'll see if I...
It looks like there's also some really stupid back-and-forth with a ton of copying: getting the skeleton from engine, copying it into a `refentity_t`, then that entity gets sent through...
Yeah, I'm assuming it's because some value isn't valid on the first frame the entity appears.
This seems to be the best course of action to me right now: - Temporarily copy skeleton stuff to cgame, like it was done with `trap_R_BlendSkeleton()` (the actual engine functionality...
> Temporarily copy skeleton stuff to cgame, like it was done with trap_R_BlendSkeleton() (the actual engine functionality for it was apparently never cleaned up though). So I've tried this, but...
I have started a branch that moves the skeleton stuff to engine instead and skips the expensive copies. This seems to be working faster than this branch, although I still...
> momentum shows icons at wrong place (tyrant is shown at the complete end, while unlocked a lot before, it does not have the "step" marker) This part has been...