slipher

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There is a discussion of why this happens at https://github.com/Unvanquished/Unvanquished/pull/3439. (The code just arbitrarily adds 180 degrees to an angle for the egg and telenode models.)

I imagine that Radiants don't read our `.model.cfg` files, so what if we just rotate the models 180 degrees in source, then cancel that out with our `.model.cfg` files? That...

Never mind, reading that more closely, the issue relates to the orientation of the models relative to the view position in Radiant, not the visual appearance of the models. So...

I guess what you could do is define a different class name. Like `team_alien_spawn` spawns an egg with the compatibility random 180 degree rotation, but `team_alien_egg` spawns an egg facing...

> What do you mean on the first run? I mean I only tested it once with the timing code. The timing code measured just the runtime of `OptimiseMapGeometryMaterial`. But...

The bug is intermittent; there is a bimodal distribution - the BSP loading either takes a couple seconds or 40-45 seconds. I started tracking it down and got as far...

It happened sometimes while using a test script that runs with a clean homepath, so I don't think a stray cvar is to blame.

> I think that adding (an optional) particle implementation in engine would solve this issue and other similar ones, like #2568 and #1495. Pretty sure #1495 was related to the...

Well the Radeon was hit particularly hard; with other GPUs I didn't see much impact. I thought the flames might still be switching textures due to different ones being on...