Since the newskip.exe tool leaves the faces in the bsp but removes
references, we will just skip over lighting such faces.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
We don't want to terminate the recursion in ClusterContents when we reach
a non-detail separator because we need to know the contents of the leafs!
This was working okay for simple cases but fails when the detail clusters
become more complex.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Don't count skip surface verticies at all in CountData_r because this
count actually gets used as the surfedge count and we need that to be
precise.
Don't try to save memory be allocating less verticies than edges, even
though many will probably be shared. The saving is not that significant
anyway.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
First pass, checks most of the data structures actually reference within
the valid ranges. Will add more soon...
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Makes minlight additive rather than just bringing low levels up to the
minimum. Not entirely identical to the bjp implementation as it seems to
treat local minlights in some strange ways, but in most cases the
behaviour should be identical.
Added missing help text for -anglescale|-anglesense parameters too.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Extend skip support to recognise the liquid skip texturenames the same as
metlslime's "newskip" utility. Add documentation and describe hint
surfaces (briefly) as well.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Add the -soft command line option which implements post-processing on
the lightmap surface to blend adjacent samples together to smooth out
hard shadow lines.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
"nominlimit" is a more sensible default - people expect negative
lights to be able to subtract from minlight. The negative colors never
really worked properly and there's not really any worthwhile use for
the (that I know of).
Hopefully nobody will be too upset by these two changes to the old
behaviour.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Brush models can now self shadow without casting shadows on their
environment, using the "_shadowself" entity key.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Collect the appropriate keys from the models at load time and pass them
into the minlighting function (if > world minlight).
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Similar to the skip texture handling, add miptex flags, handle
appropriately in CSGFaces and SolidBSP, then remove the surfaces before
writing out the bsp.
Lightly tested, but seems to do all the right things.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Previously, leak files would only be written for a leak in hull 2. This is
actually pretty bad because a small leak in hull 0 or 1 might not show up
in hull 2 and you would never get a leak file to chase it down.
Place a flag in the global mapdata to indicate whether we have written a
leak file or not so we only write for the first hull that leaks. Hullnum
is no longer needed as a parameter to RecursiveFillOutside, so remove
that from the fillparms struct.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Precalculate the distance at which lights will fade to zero brightness.
For lights with inverse falloff, use the gate value to determine the
cut-off distance. Use this value to cull samples and avoid the ray
tracing overhead.
Hopefully not too controversially, I am going to default this to "on" with
a gate value of 0.001. Unless you have > 1000 lights contributing
fractional light values across your map, this is not going to make any
visible difference.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Some editors will work with floating point rotations, so let them keep the
precise texture alignment written to the .map file.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>