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Change flashlight to clustered lights, add reflection kv (#320)
1 parent 85572ff commit e68a001

2 files changed

Lines changed: 3 additions & 2 deletions

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fgd/bases/BaseEntityAnimating.fgd

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -62,7 +62,7 @@
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shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows, in units. 0 means default distance from the shadow_control entity."
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disableshadows(boolean) : "Disable Shadows?" : 0 : "Prevent the entity from creating cheap render-to-texture/dynamic shadows."
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disablereceiveshadows(boolean) : "Disable Receiving Shadows?" : 0 : "Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity."
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disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for flashlight) for this entity."
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disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for clustered lights) for this entity."
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shadowdepthnocache(choices) : "Projected Texture Cache" : "0" : "Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead." =
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[
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0: "Default"

fgd/bases/BaseEntityVisBrush.fgd

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Original file line numberDiff line numberDiff line change
@@ -34,7 +34,8 @@
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_minlight(float) : "Minimum Light Level" : 0 : "The minimum level of ambient light that hits this brush."
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disablereceiveshadows(boolean) : "Disable Receiving Shadows?" : 0 : "Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity."
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disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for flashlight) for this entity."
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disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for clustered lights) for this entity."
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drawinfastreflection(boolean) : "Render in fast reflections" : 0 : "If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass."
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shadowdepthnocache(choices) : "Projected Texture Cache" : "0" : "Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead." =
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[
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0: "Default"

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