slipher

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There is a mysterious random component to this. Earlier I could produce the bug with both the official release, and my own Linux builds. Now I can't get it with...

How about an RML file in the repository root of each asset repository? Then we can concatenate those together and display them for in-game credits. For example ``` Weapons (res-weapons...

The recommendation for trap_R_AddRefEntityToScene and the next few is "Add all to shared mem, flush when ready." Sounds like what we already do. The messages are written into the shared...

Particle systems in maps are commonly found. If `realLight` wasn't a thing in trem, why is it in [the manual](https://dl.unvanquished.net/docs/20060317-000.tremulous-manual.pdf)?

With SDL3, F11 no longer works even in fullscreen. When in fullscreen, the OS eats the key, but does not do anything. I guess this caused by the change to...

I suggest removing `normalize_warn` and using SafeNormalize instead in all cases. The pattern used here `normalize_warn(foo); bar = glm::normalize(foo)` just warns, but does not actually attempt to prevent the division...

> > I suggest removing `normalize_warn` and using SafeNormalize instead in all cases. The pattern used here `normalize_warn(foo); bar = glm::normalize(foo)` just warns, but does not actually attempt to prevent...

Why does the documentation say it is "non-solid"? https://github.com/Unvanquished/unvanquished-mapeditor-support/blob/99fade39dbc64edb2fbe040a88c61beacfcc2100/src/entities/entities.yaml#L719

Particles do set the renderer entity `shaderTime` field which is "subtracted from refdef time to control effect start times". But in fact `shaderTime` is only used for `deformVertexes` effects; all...

> Renderer can use it with `rgbGen entity`. That could also work. Particles can be configured with a linear change for the entity RGB. Currently (for no good reason) use...