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3 changes: 2 additions & 1 deletion fgd/bases/BaseClusteredLight.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,7 @@
_dynamicshadowallocation(boolean) : "Use dynamic shadow allocation" : 0 : "Determines whether the map (static) or the engine (dynamic) should dictate the size of the shadows for this light."
_initialshadowsize(integer) : "Initial Shadow Size" : 3 : "The initial static shadow resolution exponent. Only relevant for static shadow allocation. Adding 1 to this value doubles both dimensions of the shadowmap."
_shadowscale(float) : "Shadow Size Scale" : "1.0" : "Scales the shadowmap resolution exponent. Only relevant for dynamic shadow allocation. For example, a scale of 3.0 will give this light shadowmaps 8 (2^3) times as large as they would usually be."

nearz(float) : "Near Z" : 4.0 : "Near Z for this light. Determines where shadows start to be cast. Inside the nearz radius, the light is still visible, but anything inside it won't cast shadows"

input SetShadowSize(integer) : "Set the size exponent of this light's shadowmap(s)."
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1 change: 1 addition & 0 deletions fgd/point/light/light_rt.fgd
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
@PointClass base(BasePointLight, BaseLightFalloff, BaseClusteredDynLight)
clusteredlight(point)
sphere(nearz)
= light_rt: "An invisible omnidirectional realtime light-source."
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1 change: 1 addition & 0 deletions fgd/point/light/light_rt_spot.fgd
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
@PointClass base(BaseSpotLight, BaseLightFalloff, BaseClusteredDynLight)
clusteredlight(spot)
sphere(nearz)
= light_rt_spot: "An invisible and directional realtime spotlight."
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