only generate bounds if rays is enabled
don't lightmap sky again
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f3df01472e
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b0ae7d86bf
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@ -391,9 +391,9 @@ struct gamedef_q2_t : public gamedef_t
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max_entity_key = 256;
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}
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bool surf_is_lightmapped(const surfflags_t &flags) const override { return !(flags.native & Q2_SURF_NODRAW); }
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bool surf_is_lightmapped(const surfflags_t &flags) const override { return !(flags.native & (Q2_SURF_NODRAW | Q2_SURF_SKY)); }
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bool surf_is_subdivided(const surfflags_t &flags) const override { return true; }
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bool surf_is_subdivided(const surfflags_t &flags) const override { return !(flags.native & Q2_SURF_SKY); }
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bool surfflags_are_valid(const surfflags_t &flags) const override
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{
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@ -111,7 +111,9 @@ static void MakeSurfaceLight(const mbsp_t *bsp, const settings::worldspawn_keys
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l.style = style;
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// Init bbox...
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l.bounds = EstimateVisibleBoundsAtPoint(facemidpoint);
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if (options.visapprox.value() == visapprox_t::RAYS) {
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l.bounds = EstimateVisibleBoundsAtPoint(facemidpoint);
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}
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for (auto &pt : points) {
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if (options.visapprox.value() == visapprox_t::VIS) {
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