Enable r_useParallelAdd* to be changed for bake* operations on multiplayer maps

(cherry picked from commit 7bee6f2096d9d3162e3280f1c4e9e81bc307e6a2)
This commit is contained in:
Stephen Saunders 2024-01-17 00:01:28 -05:00
parent 953eec4e40
commit 097ef81f6e
2 changed files with 3 additions and 3 deletions

View file

@ -38,7 +38,7 @@ extern idCVar r_forceShadowCaps;
extern idCVar r_useShadowPreciseInsideTest;
idCVar r_useAreasConnectedForShadowCulling( "r_useAreasConnectedForShadowCulling", "2", CVAR_RENDERER | CVAR_INTEGER, "cull entities cut off by doors" );
idCVar r_useParallelAddLights( "r_useParallelAddLights", "1", CVAR_RENDERER | CVAR_BOOL, "aadd all lights in parallel with jobs" );
idCVar r_useParallelAddLights( "r_useParallelAddLights", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NOCHEAT, "aadd all lights in parallel with jobs" );
/*
============================

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@ -35,8 +35,8 @@ If you have questions concerning this license or the applicable additional terms
idCVar r_skipStaticShadows( "r_skipStaticShadows", "0", CVAR_RENDERER | CVAR_BOOL, "skip static shadows" );
idCVar r_skipDynamicShadows( "r_skipDynamicShadows", "0", CVAR_RENDERER | CVAR_BOOL, "skip dynamic shadows" );
idCVar r_useParallelAddModels( "r_useParallelAddModels", "1", CVAR_RENDERER | CVAR_BOOL, "add all models in parallel with jobs" );
idCVar r_useParallelAddShadows( "r_useParallelAddShadows", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = off, 1 = threaded", 0, 1 );
idCVar r_useParallelAddModels( "r_useParallelAddModels", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_NOCHEAT, "add all models in parallel with jobs" );
idCVar r_useParallelAddShadows( "r_useParallelAddShadows", "1", CVAR_RENDERER | CVAR_INTEGER | CVAR_NOCHEAT, "0 = off, 1 = threaded", 0, 1 );
idCVar r_forceShadowCaps( "r_forceShadowCaps", "0", CVAR_RENDERER | CVAR_BOOL, "0 = skip rendering shadow caps if view is outside shadow volume, 1 = always render shadow caps" );
// RB begin
idCVar r_forceShadowMapsOnAlphaTestedSurfaces( "r_forceShadowMapsOnAlphaTestedSurfaces", "1", CVAR_RENDERER | CVAR_BOOL, "0 = same shadowing as with stencil shadows, 1 = ignore noshadows for alpha tested materials" );