CharacterProbeIndex
U32 = 0 No documentation available yet. Click "Add documentation" to contribute!
Shared - used by classes in Map and environment and Game objects and entities.
The lighting and fog values of one light region of a map. The client sends the values of every region to the shaders as one array, and a pixel blends the regions that cover its position. See MapLightRegions.
The layout of this class is the layout of the shader struct of the same name: each property is one member, in the same order.
U32 = 0 No documentation available yet. Click "Add documentation" to contribute!
Vec3 = [1, 1, 1] Vec4 Vec3 No documentation available yet. Click "Add documentation" to contribute!
Vec3 = [0, 0, 0] No documentation available yet. Click "Add documentation" to contribute!
Vec3 = [0.03519999980926514, 0.125, 0.3050000071525574] No documentation available yet. Click "Add documentation" to contribute!
F32 = 3300 No documentation available yet. Click "Add documentation" to contribute!
F32 = 0.25 No documentation available yet. Click "Add documentation" to contribute!
F32 = 2075 No documentation available yet. Click "Add documentation" to contribute!
Vec3 = [0.4050000011920929, 0.843999981880188, 0.9380000233650208] No documentation available yet. Click "Add documentation" to contribute!
F32 = -6500 No documentation available yet. Click "Add documentation" to contribute!
F32 = 0.05000000074505806 No documentation available yet. Click "Add documentation" to contribute!
F32 = -400 No documentation available yet. Click "Add documentation" to contribute!
F32 = 0 No documentation available yet. Click "Add documentation" to contribute!
U32 = 0 No documentation available yet. Click "Add documentation" to contribute!
Vec3 = [1, 1, 1] No documentation available yet. Click "Add documentation" to contribute!
Vec3 = [1, 1, 1] Color of the map rim light on characters that stand in this region. The shape and the direction of the rim are set once for the map, in RimLightMapProperties.
A pixel blends this color over the regions that cover it. If the blended color is black, the pixel gets no rim.
Vec3 = [1, 1, 1] Vec4 Vec3 No documentation available yet. Click "Add documentation" to contribute!
U32 = 0 No documentation available yet. Click "Add documentation" to contribute!