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Branch: srgb
Commits on Jan 18, 2020
  1. srgb:detect srgb lightmap

    illwieckz committed Jan 13, 2020
  2. srgb:imagelist

    illwieckz committed Jan 13, 2020
  3. srgb

    illwieckz committed Mar 25, 2019
  4. imagelist:rgtc2

    illwieckz committed Jan 13, 2020
  5. imagelist

    illwieckz committed Jan 13, 2020
  6. tr_shader: rename extraMapParsers as dpExtraMapParsers

    illwieckz committed Jan 8, 2020
    there may be more compatibility layers with other suffixes
    
    also include the “_” separator in extra map suffixes
  7. tr_shader: load dpMaterial extra maps in collapsed shader

    illwieckz committed Jan 8, 2020
    - it's now possible to drop the very ugly FindMapInStage
    - it's now possible to drop heightmap collapsing code
    - enabling extra maps loading for non-shader images will be straightforward
    
    as DarkPlaces only supports one kind of lightmap blend operation
    we can blindly collapse lightmap stages in darkplaces pre-collapsed
    stages
  8. builtin: import to-be-builtin assets in pkg/daemon_src.dpkdir

    illwieckz committed 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.
Commits on Jan 17, 2020
  1. Fix Cvar::Range

    slipher committed Jan 13, 2020
  2. Remove unused cvar_t fields

    slipher committed Jan 12, 2020
Commits on Jan 16, 2020
  1. vfs: improve some pak-loading related messages

    illwieckz committed Jan 9, 2020
    While I was toying with fs_basepath and fs_extrapaks I needed those minor improvement to really know what I was doing.
Commits on Jan 15, 2020
  1. renderer/glsl: better ifdef for reflective specular

    illwieckz committed Jan 1, 2020
    there would be a bug if reflective specular is not enabled
  2. renderer/glsl: unify the way glsl shaders are written

    illwieckz committed Dec 17, 2019
    unify the way glsl shaders are written:
    
    - make easier to compare them while looking for bugs
    - make factorisation or merge easier
Commits on Jan 10, 2020
Commits on Jan 9, 2020
  1. debugging: implement r_showNormalMaps

    illwieckz committed Dec 29, 2019
    r_showEntityNormals is dropped, in any way, vertexLighting_DBS_entity
    and vertexLighting_DBS_world glsl are asking for merge
    
    also beautify some code for other r_show* cvar
  2. bikeshedding: unify the way material is named in glsl

    illwieckz committed Dec 29, 2019
    also, it may be a physical map and not only a specular one
Commits on Jan 8, 2020
  1. appveyor: drop NMake and do VS2019-64 and VS2017-32

    illwieckz committed Jan 8, 2020
    - NMake: keep knowledge in git history, save build time
      see 96d5c1f
    - VS 2012/19, 32/64-Bit: let's try to get at least one
      entry in each row/column, we've always used Mingw for
      releases anyway
  2. appveyor: use documented cmake -S

    illwieckz committed Jan 5, 2020
    cmake -H and -B were undocumented
    CMake 3.13 introduced official -S to replace undocumented -H
    CMake 3.13 started to officially support -B
    Later CMake versions may reuse -H as an alias to --help
    
    Appveyor Visual Studio 2015, 2017 and 2019 provide CMake 3.15.5
  3. appveyor: also test Visual Studio 2017 as we support it

    illwieckz committed Jan 5, 2020
    README says the minimum supported VS is VS2017
    so it's better to test it
Commits on Jan 6, 2020
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