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Bug: Flashlights do not observe the 'disableflashlight' entity KV

Open Smaedd opened this issue 2 months ago • 1 comments

Describe the bug

Related to #1537, the disableshadowdepth KV disables ALL clustered lights, including those usually considered 'flashlights'. This is a minor regression from pre-clustered, as entities with disableflashlight will now always cast shadows on 'flashlights', and entities with disableshadowdepth will always cast no shadow.

To Reproduce

  1. Add a func_brush and set any texture on it (alphamasked textures make it easier to see);
  2. Set disableflashlight to 1;
  3. Build the BSP, run the game.
  4. Turn your flashlight on and enjoy the show

Issue Map

Any map with entities with the disableflashlight or disableshadowdepth KV non-default

Expected Behavior

When and only when the disableflashlight KV is enabled, shadows should be disabled for 'flashlight' shadow lights. When and only when the disableshadowdepth KV is enabled, shadows should be disabled for non-'flashlight' shadow lights.

Operating System

No response

Smaedd avatar Oct 10 '25 08:10 Smaedd

I stole some parts of #1537 :]

Smaedd avatar Oct 10 '25 08:10 Smaedd