From 780d7bee72a5509d72c193fad6c1c7804c8aefdd Mon Sep 17 00:00:00 2001 From: Blixibon Date: Sat, 4 May 2019 13:47:59 -0500 Subject: [PATCH] Missed some spots --- Change Lists/Graphical Changes.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Change Lists/Graphical Changes.md b/Change Lists/Graphical Changes.md index fc450c7..81392c0 100644 --- a/Change Lists/Graphical Changes.md +++ b/Change Lists/Graphical Changes.md @@ -5,7 +5,6 @@ Well, it's true. We don't focus on graphical changes and all of them can only be ### Projected Textures --- - Mapbase's projected textures are one messy mix of [Insolence's ASW projected textures](https://github.com/95Navigator/insolence-2013/commits/master), [City 17: Episode One's projected textures](https://github.com/KyleGospo/City-17-Episode-One-Source), [the VDC fixes](https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes), and Mapbase's own adjustments. Thank Insolence the most for these improvements. Up to 4 projected textures can be active at one time, including the player's flashlight, but you could use the "-numshadowtextures" launch parameter before starting the game to set the projected texture limit, based on the Gmod launch parameter of the same name. @@ -25,6 +24,7 @@ Again, you can thank Insolence for this, not me. ### Dynamic RTT shadow angles --- + Mapbase uses [Saul Rennison's dynamic RTT shadow angles from the VDC](https://developer.valvesoftware.com/wiki/Dynamic_RTT_shadow_angles_in_Source_2007), based directly on [Insolence commits](https://github.com/95Navigator/insolence-2013/commit/410bcbcc1d5d413bd7a19875b200d30134030aa3). Dynamic RTT shadows angles are off by default and must be enabled through an input/keyvalue in shadow_control, an option which Insolence seems to have added themselves. There's actually a funny story behind the implementation of this. I actually wasn't going to add it to Mapbase, but when I was gleaning Insolence's repo for their projected textures (with permission) I was just copying and pasting code and nesting it in "ASW_PROJECTED_TEXTURES" and because they make changes to the same places I assumed the "ShadowFromWorldLights" stuff was part of the projected textures. I realized what I was doing eventually, but I still basically implemented dynamic RTT shadow angles by accident.