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GZDoomBuilder 1.04a:
Sector dynamic lights are now rendered properly.
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1 changed files with 4 additions and 2 deletions
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@ -113,7 +113,6 @@ namespace CodeImp.DoomBuilder.VisualModes
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//mxd
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internal int VertexColor { get { return vertices.Length > 0 ? vertices[0].c : 0;} }
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public int CameraDistance3D { get { return cameraDistance3D; } }
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//public int HalfHeight { get { return thingHalfHeight; } }
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public Vector3 Center { get { return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingHeight / 2); } }
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public Vector3 PositionV3 { get { return position_v3; } }
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public Vector3[] BoundingBox { get { return boundingBox; } }
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@ -374,7 +373,10 @@ namespace CodeImp.DoomBuilder.VisualModes
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lightType = thing.Type - 9800 - n;
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if (lightType == (int)GZDoomLightType.SECTOR) {
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lightRadiusMin = (float)(thing.Args[3] * 4) * General.Settings.GZDynamicLightRadius;
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int scaler = 1;
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if (thing.Sector != null)
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scaler = thing.Sector.Brightness / 4;
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lightRadiusMin = (float)(thing.Args[3] * scaler) * General.Settings.GZDynamicLightRadius;
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} else {
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lightRadiusMin = (float)(thing.Args[3] * 2) * General.Settings.GZDynamicLightRadius; //works... that.. way in GZDoom
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if (lightType > 0) {
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