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
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Material Command List
vmap_surfaceLight
Syntax
vmap_surfaceLight <intensity>
Overview
The texture gives off light equal to the value set for it. The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated.
To give off what appears to be the same amount of light, a smaller texture must be significantly brighter than a larger texture.
Unless the [vmap_lightImage](@ref vmap_lightImage) or [vmap_lightRGB](@ref vmap_lightRGB) directive is used to select a different source for the texture's light color information, the color of the light will be the averaged color of the texture.
If you want to change the distance/range of the surfacelight, use [vmap_surfacelightDistance](@ref vmap_surfaceLightDistance).