Eric Wasylishen
Eric Wasylishen
From what I can see, the old code converts: 1. `\n` to linefeed 2. `\\` to `\` 3. `\` followed by any other char to `\` Case 3 does seem...
Have you tried setting `gl_zfix 1`? That's the best currently available for playing maps (including the base game) with z-fighting. It enables some old / hacky offsetting code, but it's...
Hi, I don't know if there was a good reason Quakespasm wasn't using glPolygonOffset. The current gl_zfix code, which is just sliding the model slightly, fails in cases like these:...
This is the fudging that fitzquake removed: https://github.com/id-Software/Quake/blob/bf4ac424ce754894ac8f1dae6a3981954bc9852d/WinQuake/view.c#L944 The annoying thing is, the amount of gun visible in winquake changes a lot with different resolutions (because the status bar is...
Added a cvar for restoring the winquake positioning, `r_viewmodel_quake` (same cvar as MarkV) in ab77972e72a67bea42be52e9646bf5f788477caf
Hi! Sorry for leaving things in a messy formatting state! I am OK with merging a reformat, but I would suggest aiming for the style used by CoreBase / libs-back...
> Can you try using --embed_kernels premake option? (You'll have to revert angle brackets back to use it I guess). That's most likely due to incorrect handling of includes in...
I can understand that, if you're used to the feature and mostly use apps that have it, then removing "tap again to quit" would be annoying and lead to exiting...
A few ideas: 1. a special texture name like `lightgrid_lowdensity` (or a func_group key) that would calculate lighting at the center of the brush, and any lightgrid sample points falling...
Cool, I think I can repro this if I set `_bouncecolorscale 1` in worldspawn. Previously I was setting `-bouncecolorscale 1` as a light command-line arg. Does it fix it if...