Lightmap ambient occlusion is now per default ENABLED for all lightmap maps (use ZDRayInfo actor to turn it off).
Lightmap bounces are now per default DISABLED for all light maps (use ZDRayInfo to turn it on). The user can explicitly force either off by using the lm_ao or lm_bounce cvars.
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2 changed files with 2 additions and 2 deletions
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@ -475,7 +475,7 @@ public:
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float SunIntensity = 0.f;
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uint16_t LightmapSampleDistance = 0;
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bool LightBounce = false;
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bool AmbientOcclusion = false;
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bool AmbientOcclusion = true;
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// Portal information.
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FDisplacementTable Displacements;
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@ -3242,7 +3242,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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Level->SunIntensity = gameinfo.defaultSunIntensity;
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Level->LightmapSampleDistance = gameinfo.defaultLightmapSampleDistance;
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Level->lightmaps = gameinfo.forceEnableLightmaps;
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Level->LightBounce = true;
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Level->LightBounce = false;
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Level->AmbientOcclusion = true;
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// note: most of this ordering is important
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