slipher

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> I'm probably facing some issues about the deps being self-signed by @DolceTriade's computer or something like that, and I don't know how to disable the security for the build...

> Yeah, I know about that, but then you have to hardcode any platform in a variable, and then you have to maintain a package list per platform instead of...

This kind of stuff is awfully unreadable: > ``` > register_command() { > local command_name="${1}" > local command_string="${2}" > > if ! echo "${command_list_string}" \ > | to_list \ >...

Personally I'm not a fan of `register_command` or `register_package`; I'd rather have the script be smaller and simpler. Let's get a third opinion? Supposing we went forward with register_package, I'd...

I guess we're still waiting for that third opinion on registration stuff.

> When building on Windows without MSVC, for example with MSYS2/MingW, is it mingw32/mingw64 package that is used? Yes. So your quoted text is inaccurate.

The geoip library should not be deleted from build.sh before it is removed from the engine.

## Fix `/connect` not working as a user By default the Windows Defender Firewall does not allow any UDP packets to be received on the local network. To fix this...

> Hmm, I was more thinking about running the engine in an headless X11, so we can do everything an user can do, testing any OpenGL version or extension provided...

Besides extensions (and extension-disabling cvars) there are some cvars which control whether certain shaders are compiled at all, including: ``` r_dynamicLight r_reflectionMapping r_bloom r_liquidMapping r_ssao r_FXAA ```