Thomas Debesse
Thomas Debesse
I forgot to create an issue for that but I mentioned there before: - https://github.com/Unvanquished/Unvanquished/pull/3093 Motion blur is broken 
Always use pthread outside of MSVC. After enabling it unconditionally I seen no build issue with Linux (GCC and Clang), macOS (AppleClang), FreeBSD (Clang), MinGW, PNaCl. Also, CMake reported the...
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...
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)
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...
What is the need for `nacl_helper_bootstrap` on Linux? On my end the game runs without it.
Right now we have 3 kinds of GLSL shader loading implementation (`r_lazyShaders`): - 0: build all shaders at game start before reaching the main menu (old default): it builds everything...
This is the historic XreaL liquid shader design: ```c textures/test-water_custom/water { qer_editorImage textures/test-water_custom_src/water_d qer_trans .6 surfaceparm nobuild surfaceparm trans surfaceparm water surfaceparm nonsolid { stage liquidMap map textures/test-water_custom_src/water_n scroll time...
Relief mapping is not applied on depth computation, hence alpha blended textures using depth write (like grids) displays a bit of void. It's possible to workaround this by disabling the...