From fb4e089e81e594e1ecf8a6db1fa7c80b39690c5a Mon Sep 17 00:00:00 2001 From: Eric Wasylishen Date: Sat, 24 Jun 2017 21:31:08 -0600 Subject: [PATCH] light: accept "_minlight" in worldspawn as an alias for "light" docs: note that _minlight_color and _mincolor are supported on worldspawn --- include/light/light.hh | 2 +- man/light.1 | 7 ++++++- 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/include/light/light.hh b/include/light/light.hh index 9a2d3823..f144cdc5 100644 --- a/include/light/light.hh +++ b/include/light/light.hh @@ -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 */ diff --git a/man/light.1 b/man/light.1 index 2760ff24..8a19df1b 100644 --- a/man/light.1 +++ b/man/light.1 @@ -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