slipher
slipher
I mean, after editing a shader in this way, do you want to run it only in the linear pipeline? Or to be able to run it in both linear...
Can the rgbgen affecting part be dropped? Then the keyword would have a single responsibility of disabling colorspace conversions. We could give it a name like `noImageColorspaceConversion` which would directly...
What about using the debug draw API like navedit? This depends on it being a local game run by the person debugging. But I'd value the ability to see it...
So you decided you don't like the debug draw idea?
Yeah I guess putting it entityState_t would be OK as long as you put it as the very last field in the netcode table: that way it would truly have...
I just noticed you can chain together different forbidden constructs to get an illegal name... e.g. `[bo//t]`
Why do we need this? It's free software, we don't need to jealously guard the copyright...
What version of SDL3 do you have? I noticed that some things, including this, that were buggy in initial tests of the deps update branch started working better afterward. Maybe...
Oh I see on the other issue you have 3.2.20. The one used by our pre-built deps and is working well for me is 3.2.22.
To make it stop using the external_deps SDL, you are supposed to use some cvar from https://github.com/DaemonEngine/Daemon/pull/1822