From 2a3fe915a4de8d48a4066c26b9e5ae14faca0b73 Mon Sep 17 00:00:00 2001 From: nashmuhandes Date: Sun, 6 Oct 2024 22:05:41 +0800 Subject: [PATCH] Use a `light_` prefix for custom ZDRay stuff, and actually parse light_softshadowradius for map things --- specs/udmf_zdoom.txt | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/specs/udmf_zdoom.txt b/specs/udmf_zdoom.txt index 9a219fd41..0b0b50c99 100644 --- a/specs/udmf_zdoom.txt +++ b/specs/udmf_zdoom.txt @@ -426,8 +426,9 @@ Note: All fields default to false unless mentioned otherwise. floatbobphase = ; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default). lm_sampledist = ; // ZDRay lightmap sample distance for the entire map. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 8 - lm_suncolor = ; // ZDRay lightmap sun color in hex. Default = "FFFFFF" - SoftShadowRadius = ; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0 + lm_suncolor = ; // ZDRay lightmap sun color. Default is white (0xFFFFFF). + + light_softshadowradius = ; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0 friendlyseeblocks = ; // How far (in block units) a friendly monster can see other monsters. Default 10