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2:19:45Make StandardLightingPattern() colour the interior light a dimmer [5, 5, 5] white
2:19:45Make StandardLightingPattern() colour the interior light a dimmer [5, 5, 5] white
2:19:45Make StandardLightingPattern() colour the interior light a dimmer [5, 5, 5] white
2:19:58The position-dependent interior light leak bug is gone
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2:19:58The position-dependent interior light leak bug is gone
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2:19:58The position-dependent interior light leak bug is gone
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2:21:26Consider the value sensitivity of our position-dependent light leak bug
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2:21:26Consider the value sensitivity of our position-dependent light leak bug
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2:21:26Consider the value sensitivity of our position-dependent light leak bug
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2:22:19spotnag Why is the light bottom-left in that room brighter than the others?
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2:22:19spotnag Why is the light bottom-left in that room brighter than the others?
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2:22:19spotnag Why is the light bottom-left in that room brighter than the others?
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2:23:39Inspect the ray casting on the brighter bottom-left tile
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2:23:39Inspect the ray casting on the brighter bottom-left tile
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2:23:39Inspect the ray casting on the brighter bottom-left tile
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2:26:21felkcraft The light source box looks bigger than one tile, like it's 1.0 and not "tile sized"
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2:26:21felkcraft The light source box looks bigger than one tile, like it's 1.0 and not "tile sized"
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2:26:21felkcraft The light source box looks bigger than one tile, like it's 1.0 and not "tile sized"
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2:26:52Toggle on drawing of the lights in UpdateAndRenderEntities()
2:26:52Toggle on drawing of the lights in UpdateAndRenderEntities()
2:26:52Toggle on drawing of the lights in UpdateAndRenderEntities()
2:27:07Check out our lights
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2:27:07Check out our lights
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2:27:07Check out our lights
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2:27:26Make UpdateAndRenderEntities() draw the lights at their correct size
2:27:26Make UpdateAndRenderEntities() draw the lights at their correct size
2:27:26Make UpdateAndRenderEntities() draw the lights at their correct size
2:29:08Check out our lights
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2:29:08Check out our lights
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2:29:08Check out our lights
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2:30:00spacenaming There was a TODO in CalcBasePForOffset that said it still needed to be implemented
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2:30:00spacenaming There was a TODO in CalcBasePForOffset that said it still needed to be implemented
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2:30:00spacenaming There was a TODO in CalcBasePForOffset that said it still needed to be implemented
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2:30:10spotnag The brighter one is closer to other lights that are behind walls. Could it be that the walls are not stopping it picking up light? So it has itself plus the other two next to it the other side of the walls?
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2:30:10spotnag The brighter one is closer to other lights that are behind walls. Could it be that the walls are not stopping it picking up light? So it has itself plus the other two next to it the other side of the walls?
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2:30:10spotnag The brighter one is closer to other lights that are behind walls. Could it be that the walls are not stopping it picking up light? So it has itself plus the other two next to it the other side of the walls?
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2:31:31CalcBasePForOffset() doesn't matter
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2:31:31CalcBasePForOffset() doesn't matter
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2:31:31CalcBasePForOffset() doesn't matter
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2:32:11We have position-dependent brightening in the non-traversable outdoors
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2:32:11We have position-dependent brightening in the non-traversable outdoors
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2:32:11We have position-dependent brightening in the non-traversable outdoors
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2:36:03Scour GridRayCast() for the ramifications of hitting tTerminate and zeroing HitRefColor
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2:36:03Scour GridRayCast() for the ramifications of hitting tTerminate and zeroing HitRefColor
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2:36:03Scour GridRayCast() for the ramifications of hitting tTerminate and zeroing HitRefColor
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2:38:54Check out the rays cast in the brighter non-traversable outdoors
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2:38:54Check out the rays cast in the brighter non-traversable outdoors
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2:38:54Check out the rays cast in the brighter non-traversable outdoors
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2:39:23Toggle on DebugDrawOctahedralValues() in UpdateLighting()
2:39:23Toggle on DebugDrawOctahedralValues() in UpdateLighting()
2:39:23Toggle on DebugDrawOctahedralValues() in UpdateLighting()
2:39:42The light apparently comes through the wall
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2:39:42The light apparently comes through the wall
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2:39:42The light apparently comes through the wall
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2:41:20Scour GridRayCast() for bugs in getting the light atlas
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2:41:20Scour GridRayCast() for bugs in getting the light atlas
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2:41:20Scour GridRayCast() for bugs in getting the light atlas