From 5fd3345589e1afb9b800cd4aca0b100260cf76a7 Mon Sep 17 00:00:00 2001 From: Emanuele Disco Date: Fri, 14 Jun 2024 01:06:39 +0900 Subject: [PATCH] set to 0 some cvars related to dyn lights otherwise make lights disappear in the level Selaco with dyn lights is a must and performance is not concern for now, lets make it pretty! --- src/playsim/a_dynlight.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/playsim/a_dynlight.cpp b/src/playsim/a_dynlight.cpp index c1517c21012..842cc485121 100644 --- a/src/playsim/a_dynlight.cpp +++ b/src/playsim/a_dynlight.cpp @@ -72,9 +72,9 @@ static FRandom randLight; CVAR(Float, gl_light_max_intensity, 1000.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR(Float, gl_light_distance_cull, 2000.0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR(Int, gl_light_max_collected_subsectors, 1000, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); -CVAR(Int, gl_light_flat_max_lights, 1000, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); -CVAR(Int, gl_light_wall_max_lights, 1000, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); -CVAR(Int, gl_light_range_limit, 64, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); +CVAR(Int, gl_light_flat_max_lights, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); +CVAR(Int, gl_light_wall_max_lights, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); +CVAR(Int, gl_light_range_limit, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); extern TArray StateLights;