Move most skeleton stuff to engine#3276
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Also implement a render entity cache to avoid back-and-forth synchronisation. The cache is synchronised before particles and trails are processed because they can be attached to render entities. .
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MacOS CI failure is unrelated. |
I have not been able to reproduce this bug so far. I changed |
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It is easy to reproduce for me. For example I started Spacetracks, spawned with a rifle and immediately started getting it. |
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Ah, it's the predicted player entity. Fixed now. |
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I've removed the submodule changes because apparently this pile of shit only checks submodule hashes and not their history. |
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CI fails because it pulls for-0.56 instead of the correct engine branch. |
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I reworked the submodule commit thing. The game-side branch wasn't rebased on the latest |
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@slipher Is it OK to fix after the release the remaining things you reported? |
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Having the right license would be nice |
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We already have a lot of BSD stuff in game like the bot stuff. The license being BSD isn't wrong by itself. To me the only thing curious is that it says Daemon Source Code. |
Yeah that is what I said, it should say Unvanquished. |
This is Unvanquished source code, not Daemon source code. Also, Dæmon Developers is an alias for Unvanquished Developers, it's the exact same thing.
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Though that “Daemon Developers” alias for “Unvanquished Developers” annoys me to begin with, that's the exact same thing, it's just an alias. |
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@VReaperV does everything looks good to you? |
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Well this is the gamelogic side so it should be Unvanquished developers anyway. |
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Engine-side pr: DaemonEngine/Daemon#1489.