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Update docs
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README.md
32
README.md
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@ -8,14 +8,7 @@ Special thanks to Randi Heit, Samuel Villarreal, Christoph Oelckers and anyone e
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## ZDRay UDMF properties
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## ZDRay UDMF properties
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<pre>
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<pre>
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linedef
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thing // StaticLight (point or spot light to be baked into the lightmap)
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{
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lightcolor = <int> (color, default: white)
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lightintensity = <float> (default: 1)
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lightdistance = <float> (default: 0, no light)
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}
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thing
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{
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{
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lightcolor = <int> (color)
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lightcolor = <int> (color)
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lightintensity = <float> (default: 1)
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lightintensity = <float> (default: 1)
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@ -24,7 +17,28 @@ thing
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lightouterangle = <float> (default: 180)
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lightouterangle = <float> (default: 180)
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}
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}
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sector
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thing // LightProbe (light sampling point for actors)
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{
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type = 9875;
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}
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thing // Sunlight (sunlight properties for the map)
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{
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type = 9876;
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suncolor = <int> (color)
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sundirx = <float> (X direction for the sun)
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sundiry = <float> (Y direction for the sun)
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sundirz = <float> (Z direction for the sun)
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}
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linedef // Line surface emitting
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{
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lightcolor = <int> (color, default: white)
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lightintensity = <float> (default: 1)
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lightdistance = <float> (default: 0, no light)
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}
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sector // Sector planes emitting light
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{
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{
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lightcolorfloor = <int> (color, default: white)
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lightcolorfloor = <int> (color, default: white)
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lightintensityfloor = <float> (default: 1)
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lightintensityfloor = <float> (default: 1)
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@ -91,7 +91,7 @@ void FLevel::SetupLights()
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{
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{
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ThingLightProbes.Push(i);
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ThingLightProbes.Push(i);
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}
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}
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else if (thing->type == 9876) // SunLight
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else if (thing->type == 9876) // Sunlight
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{
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{
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uint32_t lightcolor = 0xffffff;
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uint32_t lightcolor = 0xffffff;
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Vec3 sundir(0.0f, 0.0f, 0.0f);
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Vec3 sundir(0.0f, 0.0f, 0.0f);
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