VReaperV
VReaperV
This only started happening on recent master (not sure exactly how recent):  The surface that should be there is never drawn. Map — https://users.unvanquished.net/~sweet/pkg/map-nova_0+1.1.dpk.
Increase the maximum length of a network message from 32768 bytes to 262144. Also increased max packet length from 1400 bytes to 265000 bytes, because packet fragmenting is not working...
Builds on #1105. Implement frustum culling in compute shaders for the material system. The culling works in 3 steps (performed in 3 different shaders): 1. At the start of the...
A few things that the `pause` command doesn't pause properly: 1) Things e. g. doors triggered for a certain amount of time: opening a door, pausing the game, waiting the...
When a demo is played back using `demo_play`, the timescale of the playback is 1/x, where x is the original timescale used when recording the demo. This obviously has no...
If a map is loaded using `map` or `devmap`, using `demo_play` results in the loading screen appearing for a few seconds and staying at 0%, the map image doesn't load,...
Requires #1124. Cherry-picked from #1137 to split a large pr up a bit. Adds some code to allow using compute shaders. Shaders can now have either of vertex, fragment, or...
Remove some of the weird crap that is trying to convert 3 floats into one int that is used to access a table with 162 values. Unfortunately the other usages...
Do `RenderPostDepthTile()` once after depth pre-pass of the first view that doesn't have any nested views. Fixes the issue in #1212.
Shader code added with #insert will use lines 10000, 10001, 10002; 20000, 20001 etc, each inserted shader adding 10000, as suggested by @illwieckz in https://github.com/DaemonEngine/Daemon/pull/1124#issuecomment-2122679583.