Bug: StaticPropLighting is broken in regards to other branches of Source
Describe the bug
StaticPropLighting is a paramater passed to VRAD. It makes VRAD omit checks for static props' lighting origins, rather compute the lighting only looking at the position of vertices themselves. The problem in Strata that check exists for some reason, and if a light is not shining directly at the lighting origin, VRAD will omit calculating lighting from that light source entirely. In small models this doesn't seem like an issue, but when you consider for example the sphere models from the underground chapter, or other big models, this becomes a serious problem.
It seems that this check was coded to optimise VRAD, but that literally broke the main point of why StaticPropLighting exists in the first place. Here's some reference photos:
I'm not sure whether it's something that was introduced in Strata or it was brought over from CSGO, I cannot test right now if it works as expected on CSGO but my friend will, and I should post the results here soon(ish).
This is the view from Hammer:
Portal 2:
P2CE:
To Reproduce
- Open bundled test map
- Compile it with -StaticPropLighting
- Experience the issue
Issue Map
Expected Behavior
I know that CSGO has refactored how StaticPropLighting works but come on, this is completely broken. The light should light up the model no matter if it points at the light origin or not.
Operating System
No response
For the time being, there could a flag that disables the check for light origin, something like -DisableLightOriginCheck
Can I ask if this issue could have it's priority raised? It makes checking for lighting on props rather tedious and look rather bad.
It's frustrating to map with this bug and has been in P2CE for a while now.