Light bleed occuring on edges of brush models
Using any of the 2.0.0 alpha builds I get light bleed on the edges of brush models (such as func_door), but on the latest 0.18.2rc1 build the bleeding does not occur. I am compiling using the linux version of the compiling tools. Last I checked the issue does not occur on the windows build
light bleed (alpha 2.0.0 builds)-
no light bleed (0.18.2rc1) -
Does this look like the issue?
- tested in 2.0.0-alpha8
- no command line options, no worldspawn keys
- single "light" entity behind the door
- door has a door frame made of worldspawn around it
Looks very similar, mine seem to be at the door arches and yours at the edges. I haven't tried with the default light settings, I will test that too.
It's likely the auto-minlight stuff. Maybe it should be opt-in instead.
Oh yeah that's what it is, goes away with "_autominlight" "0" in my test case.
Yeah, it should probably be opt-in.
Oh yeah that's what it is, goes away with
"_autominlight" "0"in my test case.Yeah, it should probably be opt-in.
Looks like it is this, I just changed the door key and it looked right. Not sure what the use case is for this one since it didn't seem to make the contact point between the two func_doors any brighter, just the edges where it meets the structural part.
It's for the bottom/top of doors that go up/down, for the most part, not the faces that intersect each other.