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Various changes and fixes
Hopefully this works, I haven't yet checked in detail for any problems.
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14 changed files with 72 additions and 56 deletions
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@ -9029,7 +9029,7 @@ child will follow movement and rotation of that bone.
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* Currently, bloom `intensity` and `strength_factor` affect volumetric
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lighting `strength` and vice versa. This behavior is to be changed
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in the future, do not rely on it.
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* `beta_r0`: the scattering coefficient that controls the tint of sunlight during sunrise and sunset.
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* `scattering_coefficients`: the scattering coefficients that control the tint of sunlight during sunrise and sunset.
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* Defaults to { x = 3.3362176e-01, y = 8.75378289198826e-01, z = 1.95342379700656} which is physically accurate.
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* This may be used to create effects like differently colored sunsets on alien planets.
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* Setting all components to zero effectively disables tinted sunlight.
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@ -9044,6 +9044,9 @@ child will follow movement and rotation of that bone.
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* `slope`: "Tints" the scene, affects brighter colors more (default: `{x=1.2, y=1.0, z=0.8}`)
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* `offset`: This can be used to brighten or darken the scene (default: `{x=0.0, y=0.0, z=0.0}`)
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* `power`: Tints mostly the darker parts of the scene (default: `{x=1.25, y=1.0, z=0.9}`)
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* `artificial_light`: is a table that controls the color of artificial light (torches etc.).
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* Values should be positive and vaguely around `1.0`, but can be higher or lower.
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* Default: `{r=1.04, g=1.04, b=1.04}`
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* `get_lighting()`: returns the current state of lighting for the player.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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