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- added new properties to UDMF spec.
- implemented color_absolute flag,
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3 changed files with 22 additions and 6 deletions
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@ -216,13 +216,22 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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ceilingterrain = <string>; // Sets the terrain for the sector's ceiling. Default = 'use the flat texture's terrain definition.'
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floor_reflect = <float>; // reflectiveness of floor (OpenGL only, not functional on sloped sectors)
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ceiling_reflect = <float>; // reflectiveness of ceiling (OpenGL only, not functional on sloped sectors)
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floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
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floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
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ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing.
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ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow.
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fogdensity = <integer>; // Sets an explicit fog density for the sector, overriding the default calculation from the light level. Value range is 0-510,
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// 0 meaning that the default is to be used, 2 equalling the density of a light level of 250, and 255 equalling the density of
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// a light level of 0.
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// a light level of 0. (OpenGL only)
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floorglowcolor = <integer>; // Sector's floor glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
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floorglowheight = <float>; // Height of floor glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
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ceilingglowcolor = <integer>; // Sector's ceiling glow color as RRGGBB value, default = 'use texture's definition'. Set to -1 to disable glowing. (OpenGL 3.x and newer only)
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ceilingglowheight = <float>; // Height of ceiling glow. This only has an effect for the sector's own glow color, but not for a texture based glow. (OpenGL 3.x and newer only)
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color_floor = <int>; // Material color of sector's floor (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later) Default is white (0xffffff)
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color_ceiling = <int>; // Material color of sector's ceiling (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later) Default is white (0xffffff)
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color_walltop = <int>; // Material color of top of sector's sidedefs (OpenGL only, dynamic lighting only works properly in OpenGL 3.x and later,
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in OpenGL 2.x this will define the entire wall's color) Default is white (0xffffff)
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color_wallbottom = <int>; // Material color of bottom of sector's sidedefs (OpenGL 3.x and later only) Default is white (0xffffff)
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color_sprites = <int>; // Material color of sprites in sector (OpenGL only.) Default is white (0xffffff)
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color_absolute = <bool> // treats the above properties as absolute, i.e. final light level is only defined by the color, the sector's light level is ignored
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for calculating the light color. The sector's light level is only used for fog density calculations.)
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portal_ceil_blocksound = <bool> // ceiling portal blocks sound.
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portal_ceil_disabled = <bool> // ceiling portal disabled.
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@ -413,9 +422,12 @@ Added 'moreids' for linedefs and sectors.
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added clarification about character encoding
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added sector damage properties.
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1.27 05.01.2016
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1.27 05.01.2017
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floor_reflect and ceiling_reflect.
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1.28 28.01.2017
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sector material colors.
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===============================================================================
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EOF
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===============================================================================
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@ -554,6 +554,7 @@ xx(Color_Ceiling)
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xx(Color_Walltop)
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xx(Color_Wallbottom)
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xx(Color_Sprites)
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xx(Color_Absolute)
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xx(Desaturation)
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xx(SoundSequence)
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xx(Silent)
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@ -1480,6 +1480,9 @@ public:
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sec->SpecialColors[sector_t::sprites] = CheckInt(key) || 0xff000000;
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break;
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case NAME_Color_Absolute:
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Flag(sec->MoreFlags, SECF_SPECIALCOLORSABSOLUTE, key);
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case NAME_Desaturation:
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desaturation = int(255*CheckFloat(key));
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continue;
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