Search found 167 matches
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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 missiles passing through the
- 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!
- Fri Jan 10, 2025 6:46 pm UTC
- Forum: Community Development
- Topic: Developer poll: Daemon API change log
- Replies: 9
- Views: 119769
- 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
- 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...