Edit: this answered to a request that is now fulfilled.
I'll answer to this in the next week-end, as I will not be available until then.
Edit: this answered to a request that is now fulfilled.
I'll answer to this in the next week-end, as I will not be available until then.
Yeah, that goodness comes from non-short light falloff and intense light bouncing. At least if the light blending is not physically correct, the light diffusion in space is more physically correct.
See Please compile your maps without -fast but with -fastbounce thread for details about this.
That doesn't tell the cvar type neither the cvar description.
And one would still need a lot of boilerplate code to declare all cvars in c++ code.