slipher
slipher
I believe the trace originates at the viewheight which is another separately configurable z value. It is supposed to be at the player's eyes so it is usually near the...
It's kind of obnoxious for the game to immediately start sending a bunch of network traffic on startup, even though it is unknown whether the user intends to go online.
One place we still need to fix this is IgnitableComponent. This only kills buildables so it won't generate kill messages, but it should appear in the build log. It would...
> This doesn't work when building Unvanquished though, as no precompiled header is used. This is wrong (now at least); the gamelogic does use the same precompiled header as Daemon....
Apparently it's a graphics driver bug: https://gitlab.freedesktop.org/mesa/mesa/-/issues/6643. Probably there's nothing we should do about it
Some of the files (those using Parse_LoadSourceHandle) have C processor functionality enabled, so we could define the `N_` macro there. But many .cfg files don't use that parser, so it's...
It's broken because you used `plane_t`, a value type, in function arguments, in places where it needs to be a reference/pointer.
> using frustum_t = cplane_t[6]; Well that's a tricky typedef. And kinda stupid since cplane_t has a bunch of extra fields that aren't relevant. OK, apparently they're defining the frustum...
The better way to avoid log suppression would be to use a `Cmd::StaticCmd` and its `Print` member function.
> I will postpone or even leave to someone else the task to port those commands to the `Cmd::StaticCmd` class, this can be done later as a next step. Well,...