@dcl/protocol 1.0.0-16751971069.commit-16c6dee → 1.0.0-16804049039.commit-862b555

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@dcl/protocol",
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- "version": "1.0.0-16751971069.commit-16c6dee",
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+ "version": "1.0.0-16804049039.commit-862b555",
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  "description": "",
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  "repository": "decentraland/protocol.git",
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  "homepage": "https://github.com/decentraland/protocol#readme",
@@ -30,5 +30,5 @@
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  "out-js",
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  "public"
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  ],
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- "commit": "16c6dee28cfd6e6eb5d01c0c5f41986567daa0e9"
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+ "commit": "862b55529e8d9dc7b7ced3332515531dd9ecbb6c"
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  }
@@ -6,12 +6,12 @@ import "decentraland/common/texture.proto";
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  option (common.ecs_component_id) = 1079;
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  message PBLightSource {
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- optional bool active = 1; // default = true, whether the lightSource is active or not.
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- optional decentraland.common.Color3 color = 2; // default = Color.white, the tint of the light, in RGB format where each component is a floating point value with a range from 0 to 1.
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- optional float intensity = 3; // default = 250, ranges from 1 (dim) to 100,000 (very bright), expressed in Lumens for Point and Spot.
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- optional float range = 4; // default = 0, how far the light travels, expressed in meters. If left at 0 will be computed automatically
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- optional bool shadow = 5; // default = false, whether the light casts shadows or not.
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- optional decentraland.common.TextureUnion shadow_mask_texture = 6; // Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window.
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+ optional bool active = 1; // default = true, whether the lightSource is active or not.
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+ optional decentraland.common.Color3 color = 2; // default = white, the tint of the light, in RGB format where each component is a floating point value with a range from 0 to 1.
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+ optional float intensity = 3; // default = 16000, light intensity expressed in candels (lumens/m^2 at 1 m distance, or lumens divided by 4*pi)
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+ optional float range = 4; // default = -1, how far the light travels, expressed in meters. If negative will be computed automatically as pow(intensity, 0.25)
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+ optional bool shadow = 5; // default = false, whether the light casts shadows or not.
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+ optional decentraland.common.TextureUnion shadow_mask_texture = 6; // Texture mask through which shadows are cast to simulate caustics, soft shadows, and light shapes such as light entering from a window.
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  oneof type {
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  Point point = 7;
@@ -25,4 +25,4 @@ message PBLightSource {
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  optional float inner_angle = 9; // default = 21.8. Inner angle can't be higher than outer angle, otherwise will default to same value. Min value is 0. Max value is 179.
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  optional float outer_angle = 10; // default = 30. Outer angle can't be lower than inner angle, otherwise will inner angle will be set to same value. Max value is 179.
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  }
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- }
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+ }