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The current behavior for baking per-vertex lightmaps for prop_statics has issues with ambient lighting being too dark, causing maps such as ctf_2fort to have incorrect prop lighting. The CS:GO branch …
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#437 and #196 and 470bc6f231bcb93a8024e8407d5b7903affdd9d2 added a new setting "Allow screen to sleep". This setting is great for saving battery. However, sometimes that's desirable, sometimes not.
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When game lasts long, the items can't fit in the main chest, so we need craftable ones.
- Chests should be breakable with axe, crafted like in base game, can be opened by enemies and placed on the…
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thought id share some recent progress on my rust renderer. i pulled some features across from my c++ version, and got s bit further with lights/materials (clustered forward+ with normal mapped scenery…
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Names of multipolygons appear not to be rendered, independent from mapstyle.
Some examples downhere.
1. Name of couple of houses:
https://www.openstreetmap.org/#map=18/52.16239/6.42216, name Bell…
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Currently `gj` and `gk` are implemented in a very inefficient manner (i.e. it will often lag during normal use).
Sublime's Vintage mode maps j to gj and k to gk by default, and it doesn't exhibit slo…
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```
...even if they appear multiple times in the filter chain.
Reported by Rex on the mailing list:
Sorry, my fault. ServletContainer is also a filter.
My usage:
new ServletModule() {
…
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Presto CLI failed to parse the query result if the key of a map is a complex type. I think this is somehow related to the serialization and deserialization of JSON.
Table:
```sql
CREATE TABLE tes…
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```
What steps will reproduce the problem?
1. Enable GLSL inside blender
2. Setup scene for GLSL use,save
3. Load with OgreKit.exe
What is the expected output? What do you see instead?
All GLSL featu…