| Commit message (Collapse) | Author | Age |
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Fix old undiminish_light bug
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Create a closer match to the light curve of 0.4.16 stable.
Results in darker shadows while maintaining the 'brightness' and light
spread.
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* range-based for loops
* code style
* C++ headers instead of C headers
* Default operators
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* New lighting curve
* Make polynomial lighting curve
* Update default lighting settings
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Remake the light_decode_table.
The table starts out without pre-filled in values since those
are always discarded by the code apparently. We calculate a
pseudo curve with gamma power function, and then apply a new
adjustment table.
The adjustment table is setup to make the default gamma of 2.2
look decent: not too dark at light level 3 or so, but too dark
at 1 and below to be playable. The curve is much smoother than
before and looks reasonable at the whole range, offering a
pleasant decay of light levels away from lights.
The `display_gamma` setting now actually does something logical:
the game is darker at values below 2.2, and brighter at values
above 2.2. At 3.0, the game is very bright, but still has a good
light scale. At 1.1 or so, the bottom 5 light levels are virtually
black, but you can still see enough detail at light levels 7-8,
so the range and spread is adequate.
I must add that my monitor is somewhat dark to begin with, since
I have a `hc` screen that doesn't dynamic range colors or try to
pull up `black` pixels for me (it is tuned for accurate color and
light levels), so this should look even better on more dynamic
display tunings.
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Now matches function comment
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GPLv2/later, by agreement of major contributors
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used in the future.
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--HG--
rename : data/light.png => data/cloud.png
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--HG--
rename : src/licensecomment.txt => licensecomment.txt
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