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The other day @illwieckz suggested a configurable color for r_clear, as a debugging tool. This is a good idea: when I tried this the other day, I uncovered many hidden voids in our stock maps.
But also, what about a custom solid sky color for maps? I think it would be cool to let maps specify a color in the worldspawn that would be used for clearing when r_drawSky is off.
So I propose to add both mechanisms. The cvar can be a cheat cvar that takes precedence over the map's color when set. Also when r_drawSky and r_clear are both on, the map color should not be respected, so that we don't reveal more voids than necessary :)
For color cvars that don't need to be configurable via a menu, I like to use a string parsed by the color code parser (^1, ^xf0f etc.).
The text was updated successfully, but these errors were encountered:
The other day @illwieckz suggested a configurable color for
r_clear
, as a debugging tool. This is a good idea: when I tried this the other day, I uncovered many hidden voids in our stock maps.But also, what about a custom solid sky color for maps? I think it would be cool to let maps specify a color in the worldspawn that would be used for clearing when
r_drawSky
is off.So I propose to add both mechanisms. The cvar can be a cheat cvar that takes precedence over the map's color when set. Also when
r_drawSky
andr_clear
are both on, the map color should not be respected, so that we don't reveal more voids than necessary :)For color cvars that don't need to be configurable via a menu, I like to use a string parsed by the color code parser (
^1
,^xf0f
etc.).The text was updated successfully, but these errors were encountered: