slipher
slipher
If I don't do `r_forceLegacyMapOverBrightClamping 1`, the debug draw geometry (enabled by e.g. `navedit enable level0`) randomly changes colors. It's reminiscent of the previous bug where the buffer offset was...
On my Windows 10 machine with an Nvidia card, setting `r_swapInterval` caps the FPS as expected, for values -4 to -1 or 1 to 4. But despite the lower FPS,...
During game update, sometimes the count of downloaded data goes down. For example it shows 514.1 MB downloaded one moment, then 513.9 the next.
Just noticed this in passing. Haven't tested
- make r_debugSort work instead of crashing - severity-level filtering for GL debug messages
Disables PVS checking when transmitting entities to clients. sv_novis was documented at https://wiki.unvanquished.net/wiki/Testing/Maps, but it turns out such a cvar has never existed. I wanted to use it, so I...
Tested with a clean homepath, only setting the 2 cvars to enable material system. ``` Calling GetRefAPI… GL_VENDOR: Intel GL_RENDERER: Intel(R) UHD Graphics 630 GL_VERSION: 3.2.0 - Build 31.0.101.2115 GL_MAX_TEXTURE_SIZE:...
If I load the map `test-portals` and then load `parpax` (which doesn't have any portals) after, I get a log of `Bad surface tesselated.` warnings. It comes from here https://github.com/DaemonEngine/Daemon/blob/7ba945cb1938967f1c4aba77d02638c2eb5364d4/src/engine/renderer/tr_main.cpp#L2134