optimize light radius, add fake ambient lighting and enable AO
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@@ -722,6 +722,8 @@ namespace Game
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private void ParseLight(MapEntity entity, Actor worldSpawnActor, ref int lightIndex)
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{
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const bool lightsUseInverseSquaredFalloff = true;
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//Console.Print("light");
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PointLight light = worldSpawnActor.AddChild<PointLight>();
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light.Name = "Light_" + lightIndex;
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@@ -746,6 +748,24 @@ namespace Game
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light.ShadowsDistance = 2000f * 1f;
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if (lightsUseInverseSquaredFalloff)
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{
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if (true)
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{
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light.Radius *= 0.5f;
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light.FallOffExponent = 2f;
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light.Brightness *= 1.25f;
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}
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else
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{
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light.Radius *= 0.4f;
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light.FallOffExponent = 2f;
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light.Brightness *= 1.6f;
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}
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//light.Brightness *= 2500f;
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//light.UseInverseSquaredFalloff = true;
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}
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if (true)
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{
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// match FTEQW dynamic only light values
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