slipher

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`BarricadeComponent::HandleDie` references four animations: BANIM_DESTROY, BANIM_DESTROYED, BANIM_DESTROY_UNPOWERED, and BANIM_DESTROYED_UNPOWERED. None of which has been mentioned so far! In retrospect, maybe it was a bad idea to make cgame compute buildable...

I'm not demanding the use of any specific approach. But if anyone is interested in trying the old version with bboxes calculated by the server, they can revert 7f00ec84a911c8b0607025aeefe53be60b95f3d9.

Debian package lists can be found [on the wiki](https://wiki.unvanquished.net/wiki/Compiling_the_source#Debian.2FUbuntu). Should work without any uninstall commands or downloading shell scripts. Anyway we don't list the distro-specific package names in the README...

Today, I can't reproduce either.

Why do we even have this file? It doesn't work at all so shouldn't we just nuke it?

Why add a GLSL compile macro that's always enabled? The point of those is to build multiple variants of the shader. Also it's possible that grid lighting or deluxe mapping...

> Well, it's required for `ReadLightGrid()` and `ComputeDeluxeLight()` to be available. Could just write `#define USE_GRID_LIGHTING` or whatever in the liquid shader.

I tested and the line numbering for the main file was off. After using 3 `#insert`s, the line numbers were too high by 3. For example the real line 48...

> > Showing the filename there could be useful though. > > I like that idea. It would be useful to have these for vertex/fragment libs too. Hopefully we can...