necessarily-equal
necessarily-equal
Oh ok, I expected worse. I'll do a PR for this one day if you didn't start one
In the case of nightly, it only uses `master`. In the case of the testing servers, the `/experimental` servers are hardcoded to use `0.53.0/sync`. It's not really a big deal...
I must say I am unable to see a difference between your screenshots. That's probably my fault I guess, between strong redshift, low screen luminosity, and a laptop screen. But...
Just as a note, I've been thinking of writing a shader for alien nightvision; and some are considering torchs https://forums.unvanquished.net/viewtopic.php?f=33&t=2097&p=17541#p17682. Maybe that could be a way to go?
> The CPU seems to be the biggest bottleneck in our game. This is matching my experience on my previous laptop with Intel CPU + Intel graphics. According to the...
To be honest, I couldn't easily grasp what this `register_package` was about. i think it could at least use a comment in the source code.
> * [void vectoangles( const vec3_t value1, vec3_t angles )](https://github.com/DaemonEngine/Daemon/blob/master/src/engine/qcommon/q_math.cpp#L415-L469) > > * Transforms a vector (vec3_t) into pitch, yaw, roll, in degrees. > * The value it returns as...
You may like http://www.songho.ca/opengl/gl_anglestoaxes.html as it seems quite similar. The convention may be a bit different, such as which axis are which, and which directions may change — e.g. (x,...
Last time I looked, I noted that uncrunching was indeed the first contender, followed by decompressing the opus/ogg files and (static!) UI rendering, and various other assets things like zip...
The simplest thing would be allowing only `map-*` and `mod/*` ? Or just `mod/*` ? The problem is that this will break many existing usecase. A less invasive approach could...