Build 3093
SVN-
only let emitshadow affect shadows, not lightmaps.
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Lightmaps are already opt-in anyway.
SVN handles and Git names are merged into one person.
only let emitshadow affect shadows, not lightmaps.
Lightmaps are already opt-in anyway.
add support for negative lights
And hook them up to cstat 128 (half-submerged, 'c' in mapster).
add a prlight flag to make shadow-less spotlights
And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps and shadow maps for the spotlight; please let me know if you have a usecase where you want lightmaps but no shadow maps for specific lights.
cull sprite lights after computing sprite geometry
This was broken ever since updatesprite() had been forked off drawsprite() and would cause static lights to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.
don't shadow-optimize light culling in cached sprites
Since updatesprite() only happens once for static sprites, avoiding light culling if we hit it in a shadow pass means that sprite will never be lit as long as that happens.
fix animations that loop to frame 0
With VBOs enabled, the virtual pointer to the geometry of frame 0 of a model is always NULL. This was confusing the polymer code responsible for deciding whether to enable smooth animations or not, which meant that any animation that would loop to frame 0 would do it as if animation interpolation was disabled, which looks very choppy.