Interesting. These are all set to "transient" in the cvars object, so that should be OK. It's possible, however, that one was missed.Dan_The_Noob wrote: ↑Tue Jan 17, 2023 1:10 pm i'll give this a crack, also still having weird issues with settings sometimes not being read.
shadows popping on for a map, or shader not ignoring "subtract" renderstyle etc. not too sure what's up with it.
If you want all shadows off, you'll have to turn off Player, Missile, Monster, Other, GLDEFS, Pickup, and Solid, I think. That seems to work for me. However, I can look at the spawning code again, it's possible something got missed.
The shader looks at spawn for the subtract renderstyle, but if it changes mid play it doesn't see it. I'm not sure there is any way around that. There's no "change render style" event and no way to really test that cheaply.
Code: Select all
override void WorldThingSpawned(WorldEvent e)
{
if (!e.thing) return;
if (e.thing.GetRenderStyle() == STYLE_Subtract) PPShader.SetUniform1f("hd_shader", "rl_gamma", 0);