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builtin: import to-be-builtin assets in pkg/daemon_src.dpkdir #268

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merged 1 commit into from Jan 18, 2020

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illwieckz commented Jan 9, 2020

The lifegoal of those assets is to be embedded in engine, a bit like glsl shaders are.
Those are the assets required by the engine to run.

Before we find a solution to embed them in engine, shipping them within engine
repository is not only the first step to that objective, it makes easier for
third-party games developing games on Dæmon without forking Unvanquished to start
the engine, by loading the dpkdir from the engine repository.

For example the Xonotic's daemon-glue would be able to do something like that:

build/daemon -pakpath libs/daemon/pkg -set fs_basepath daemon […]

See https://gitlab.com/xonotic/daemon-glue for Xonotic's Daemon Glue.

See https://github.com/UnvanquishedAssets/unvanquished_src.dpkdir for
the repository those assets come from.

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illwieckz commented Jan 9, 2020

Because we don't know how to embed those assets yet, games have to ship them themselves, but it would be nice to not require games to ship them. Even before embedding them in engine, shipping them in engine repository makes life easier.

In the past I did this as a temporary solution:
https://gitlab.com/illwieckz/daemon-engine_src.dpkdir/

This PR removes the need for an extra repository.

@illwieckz illwieckz added this to To do in Xonotic via automation Jan 9, 2020
@illwieckz illwieckz added this to To do in Standalone via automation Jan 9, 2020
@illwieckz illwieckz force-pushed the illwieckz:builtin branch from 4a45f3f to 9f026ed Jan 9, 2020
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slipher commented Jan 17, 2020

How is daemon.shader referenced?

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illwieckz commented Jan 17, 2020

How is daemon.shader referenced?

There is no need to reference it, the engine loads all .shader files it finds in all dpk/dpkdir it loads.

The shaderlist.txt mechanism is only used by netradiant/q3map2 to not display everything that is not required for mapping (like engine and game internals).

Those files are currently shipped within unvanquished_src.dpkdir. I now see this file is named engine.shader in that other repo. I made this PR from a temporary standalone repo I had, maybe I'll rename it to engine.shader there too, it does not have to be named like the engine and games may have legit usage of shader named daemon, especially in the doom/quake family…

The lifegoal of those assets is to be embedded in engine, a bit like glsl shaders are.
Those are the assets required by the engine to run.

Before we find a solution to embed them in engine, shipping them within engine
repository is not only the first step to that objective, it makes easier for
third-party games developing games on Dæmon without forking Unvanquished to start
the engine, by loading the dpkdir from the engine repository.

For example the Xonotic's daemon-glue would be able to do something like that:

    build/daemon -pakpath libs/daemon/pkg -set fs_basepath daemon […]

See https://gitlab.com/xonotic/daemon-glue for Xonotic's Daemon Glue.

See https://github.com/UnvanquishedAssets/unvanquished_src.dpkdir for
the repository those assets come from.
@illwieckz illwieckz force-pushed the illwieckz:builtin branch from 9f026ed to 8eddc56 Jan 18, 2020
@illwieckz illwieckz merged commit 5efa3f4 into DaemonEngine:master Jan 18, 2020
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Xonotic automation moved this from To do to Done Jan 18, 2020
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