Generated by tools/shadercheck.py.
| Ref | Maps |
|---|---|
models/mapobjects/telestecki/telelite01 map textures/effects/tinfx2c.tga [scripts/telestecki.shader:84] |
wfca2 |
| 46 maps, 1887 shader defs, 773 used by maps | |
| ## missing-model (10) | |
| models/mapobjects/concretestrike/concretestrike_smallterrain.lwo | |
| maps: wfbomb1 | |
| models/mapobjects/decor_misc/fireextinguisher.lwo | |
| maps: wfbomb1, wfbomb4 | |
| models/mapobjects/decor_misc/hammer.lwo | |
| maps: wfbomb1, wfbomb4 | |
| models/mapobjects/decor_misc/povian.lwo |
Users installing custom stories with large texture sets drop to ~40fps on lower-memory machines. Exploration of the texture path shows this is not a case of "the engine does reasonable things and the content is just too big." Three independent defects multiply a mod's texture footprint, and a fourth means nothing is ever reclaimed:
Graphics/TextureQuality is read from| Get it running | |
| 1. Build | |
| cd ~/projects/rhi-zig/examples | |
| zig build -Dtarget=wasm32-freestanding | |
| 2. Serve (WebGPU needs a secure context — file:// won't work, localhost counts) | |
| cd zig-out/bin && python3 -m http.server 8000 | |
| 3. Launch Chrome with WebGPU enabled |
This is a manual regression plan for the current 2.16 candidate against the last 2.15 maintenance release. The review basis was v2.15.1 (6228c72e) through 0fdfd05d; the original v2.15 tag itself contains only the version bump and Shredder levelshot, while v2.15.1 adds heartbeat/Steam-pipe fixes.
No item is pre-checked. A checked item means the stated pass condition was observed on the exact build identified in the report, not merely that the action was attempted.
| if(TRACY_ENABLE) | |
| add_compile_definitions(TRACY_IMPORTS) | |
| add_subdirectory(tracy) | |
| if(WIN32) | |
| # Windows has no RPATH equivalent; the loader only searches the exe | |
| # directory for statically-imported DLLs. warfork/wf_server/wftv_server | |
| # link Tracy at load time, so the DLL must sit beside them. | |
| qf_set_output_dir(TracyClient "") | |
| else() |
To integrate the Phong lighting model into a raytracer, you essentially use the raytracer to handle the geometry and visibility (finding what the light hits), while the Phong model handles the color and intensity calculation at that specific hit point.
In a standard raytracer, for every pixel, you cast a primary ray from the camera into the scene. When that ray intersects an object, you calculate the lighting for that point using the three components of the Phong model: Ambient, Diffuse, and Specular.
When your ray
Covers changes from the previous release through the current master.
● Changelog: 82128e31 → master
Range: 2024-11-11 → 2026-05-02 (502 commits)
Major features
Changelog: v2.16.0 → master (8d5284729)
Range: 8278f5cfe (v2.16.0, 2025-05-23) → 8d5284729 (2026-05-02) 126 commits (95 non-merge) across ~11 months.
Renderer / Vulkan