light: accept "_minlight" in worldspawn as an alias for "light"

docs: note that _minlight_color and _mincolor are supported on
worldspawn
This commit is contained in:
Eric Wasylishen 2017-06-24 21:31:08 -06:00
parent 989f0305ba
commit fb4e089e81
2 changed files with 7 additions and 2 deletions

View File

@ -288,7 +288,7 @@ public:
lightmapgamma {"gamma", 1.0, 0.0f, 100.0f},
addminlight {"addmin", false},
minlight {"light", 0},
minlight {strings{"light", "minlight"}, 0},
minlight_color {strings{"minlight_color", "mincolor"}, 255.0f, 255.0f, 255.0f, vec3_transformer_t::NORMALIZE_COLOR_TO_255},
/* dirt */

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@ -114,11 +114,16 @@ Choose a raytracing backend, currently available: embree, bsp.
.PP
The following keys can be added to the \fIworldspawn\fP entity:
.IP "\fB""light"" ""n""\fP"
.IP "\fB""light"" ""n""\fP | \fB""_minlight"" ""n""\fP"
Set a global minimum light level of "n" across the whole map. This is an easy
way to eliminate completely dark areas of the level, however you may lose some
contrast as a result, so use with care. Default 0.
.IP "\fB""_minlight_color"" ""r g b""\fP | \fB""_mincolor"" ""r g b""\fP"
Specify red(r), green(g) and blue(b) components for the colour of the
minlight. RGB component values are between 0 and 255 (between 0 and 1 is also
accepted). Default is white light ("255 255 255").
.IP "\fB""_dist"" ""n""\fP"
Scales the fade distance of all lights by a factor of n. If n > 1 lights fade
more quickly with distance and if n < 1, lights fade more slowly with distance