VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
16 lines
607 B
Markdown
16 lines
607 B
Markdown
# Material Command List {#mat_commands}
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## vmap_lightmapsamplesize
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### Syntax
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**vmap_lightmapSampleSize \<int\>**
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### Overview
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Surfaces using a material with this option will have the pixel size of
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the lightmaps set to N world grid units. This option can be used to
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produce high-resolution shadows on certain surfaces. In addition, it can
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be used to reduce the size of lightmap data, where high-resolution
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shadows are not required, gaining memory and performance benefits. The
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default sample size is 8, smaller numbers increases lightmap resolution.
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In general, you should stick with power of 2 values.
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