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Would be cool to see em actually cast shadows
I'm uncertain how to hook this but I can look into it; no promises though.
These are entirely custom entities which would need to be created for every entity, and the engine can only support up to 8 of them active with shadows at a time. I'd prefer to avoid them as to not intrude on people's addons or scene creating limitations.
I'll consider it as an additional option down the line.
I'm moving within the next few days, so all these things will have a slight wait.
What about making them an option not turned on by default?
and only using it for certain effects?
Maybe make a muzzleflash effect that casts shadows?
When visual brightness is increased from eye adaptation, I'd like the option for the game to greyscale according to the adaptation both for realism and balance. Oh, and it probably looks cool, I guess.
I can try working on something like this after I move, but it probably won't work very well. Lighting in a lot of peoples' maps is not done very well, and trying to calculate what is a truly "dark" space isn't always accurate.
Lighting in source is volumetric, i.e. it's esier to imagine it like a voxel system (it's not) where every few world units the point in 3d space has a light value assigned to it. This is only applied for static lighting, and short of reading the pixel space of the screen (which is VERY performance unfriendly) nothing comes to mind on how I could achieve this, as I currently have not found a way to properly detect when hitting an illuminated material, nor take in account for lights such as lamps & gmod light entities without causing massive performance drops.
I don't think that it needs to be calculating for a "truly 'dark' space", but just looking at the same thing as the addon normally looks at. If the addon increases visual brightness, it increases greyscaling accordingly. That's all I really would care about. Our ideas on how this is done are quite disconnected---you're overcomplicating the concept, whilst I just think that the greyscaling and brightness should be inherently connected (though loosely so that servers may disable greyscaling by cvar, since it probably only is useful to a small portion of users).
Already a thing. I have very limited access to reading StormFox 2's data so I cannot create a proper time of day tint like I can with Simple Weather