Search found 167 matches

by killing time
Wed Jul 30, 2025 12:36 am UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

With the atcshd Armoury example, I was curious about whether the differences are more due to the different precomputed lighting, or changes in how models are rendered. So I made a screenshot using the naive rendering pipeline, but with the sRGB-aware map build: unvanquished-atcshd-human-base.jpg So ...
by killing time
Wed Jul 30, 2025 12:24 am UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

illwieckz, we have been talking about totally different groups of shaders. The ones I'm concerned about are ones that use blending in some way. These would include any multi-stage shader (unless it's just multiplying the lightmap) and any translucent shader. Shaders that use blending are the ones th...
by killing time
Sun Jul 27, 2025 2:40 am UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

I find it better that starting with some incoming release we declare that a proper colorspace support is the official way the game is expected to be rendered. Then, we would consider OK that official assets like our players models, buildables and weapons may not really look as expected when playing...
by killing time
Tue Jul 08, 2025 4:19 am UTC
Forum: General Discussion
Topic: Delivering physically correct lighting computations (it is real!)
Replies: 20
Views: 160932

Re: Delivering physically correct lighting computations (it is real!)

There is the issue that letting the map determine the color space for the entire rendering pipeline can mess up rendering of our game assets (i.e. players, buildables, weapons, and their effects). I don't think it's nice for a model to look totally different depending on which map is loaded. Last ti...
by killing time
Fri Mar 28, 2025 1:33 pm UTC
Forum: Software & Coding
Topic: Desired changes for a point release (0.55.3)
Replies: 1
Views: 158935

Desired changes for a point release (0.55.3)

Add tone mapping to the menu. Minimally, the on/off switch and an exposure slider. I wouldn't bother adding all the tonemap cvars since some of them just instantly make things psychedelic if you change them. Maybe r_tonemapHDRMax is also useful enough to add. Also do we need to disable it in low pr...
by killing time
Sat Mar 08, 2025 7:56 am UTC
Forum: Software & Coding
Topic: Merge requests
Replies: 8
Views: 89745

Re: Merge requests

Also I would like a tester for https://github.com/Unvanquished/Unvanquished/pull/3291. Reaper and I couldn't agree on whether it fixes the bug of :blaster: missiles passing through the :medstat:

by killing time
Sat Mar 08, 2025 7:51 am UTC
Forum: Software & Coding
Topic: Merge requests
Replies: 8
Views: 89745

Re: Merge requests

Let's merge https://github.com/DaemonEngine/Daemon/pull/1557 ☑️ and fix all that horrible oversaturated lighting!

by killing time
Fri Jan 10, 2025 6:46 pm UTC
Forum: Community Development
Topic: Developer poll: Daemon API change log
Replies: 9
Views: 119769

Re: Developer poll: Daemon API change log

Sweet wrote: Fri Jan 10, 2025 10:29 am UTC

I voted for "do nothing". But I am not really a mod developer, all I do is base my own experiments on top of the upstream Unvanqished master branch.

That counts. You may hit API changes when rebasing the experiments.

by killing time
Thu Jan 09, 2025 7:27 am UTC
Forum: Community Development
Topic: Developer poll: Daemon API change log
Replies: 9
Views: 119769

Re: Developer poll: Daemon API change log

I like Gireen's idea of one file per change. That solves my concerns about merge conflicts (I am concerned about merge conflicts between PRs, not just from the compat-breaking branch).

Is there any way to see who has voted? I am curious whether any of them come from real mod developers :tongue:

by killing time
Sun Jan 05, 2025 4:44 am UTC
Forum: Community Development
Topic: Developer poll: Daemon API change log
Replies: 9
Views: 119769

Developer poll: Daemon API change log

This is a poll for developers about whether and how we should keep a log of Daemon changes which affect APIs used by the gamelogic, or otherwise impact building gamelogic against a given Daemon version (see Unvanquished issue #3230 ). The point is to help modders when rebasing their code or other Da...