slipher
slipher
 The lasgun's muzzle flash may appear in the wrong place. Changing the direction you are moving seems to make it more likely to happen. The screenshot should be right...
There are some flame shaders (`gfx/weapons/flamer/flame/flameNN` and `gfx/weapons/flamer/torch/torchNN`) that could really use depth fade: sometimes they are used on big sprites that clip the walls. But they use this wacky...
From https://github.com/UnvanquishedAssets/res-weapons_src.dpkdir/pull/22#discussion_r1788723385: > Since the weapon actually fires a muzzle flash sprite, we may actually add a dynamic light that works, instead. For consistency. > > The lcannon doesn't have...
Don't waste bandwidth on entities that don't do anything for clients. Hearing about layouts which cause a buffer overflow when they are the built-in layout but not when loaded from...
When running on Mac @DolceTriade and I always get this unwanted triangle drawn while spawning as human. Seen below just above the momentum bar. It often has a transparent blue...
You can get it going with arm64 engine + amd64 NaCl like this ``` brew install cmake -DCMAKE_OSX_ARCHITECTURES=arm64 -DOpenAL_ROOT=$(brew --prefix openal-soft) cp /external_deps/macos-amd64-default_10/{nacl_loader,irt_core-amd64.nexe} . ```
1. Change cvars so that all overbright settings can easily be tested. The current overbright-related cvars have a wonky asymmetric design that can make it impossible to test a setting...
Entity baselines are supposed to make netcode more efficient, but it's dubious (see #1321). Let server owners disable entity baselines with `set sv_useBaseline 0` as a workaround to https://github.com/Unvanquished/Unvanquished/issues/2124. This...