- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic. It's also one native actor class less.
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34 changed files with 438 additions and 412 deletions
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@ -815,7 +815,7 @@ class GLDefsParser
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break;
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case LIGHTTAG_SCALE:
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floatVal = ParseFloat(sc);
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defaults->SetArg(LIGHT_SCALE, clamp((int)(floatVal * 255), 1, 1024));
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defaults->SetArg(LIGHT_INTENSITY, clamp((int)(floatVal * 255), 1, 1024));
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break;
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case LIGHTTAG_SUBTRACTIVE:
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defaults->SetSubtractive(ParseInt(sc) != 0);
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