quake2ts 0.0.46 → 0.0.48

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Files changed (31) hide show
  1. package/apps/viewer/dist/browser/index.global.js +1 -1
  2. package/apps/viewer/dist/browser/index.global.js.map +1 -1
  3. package/apps/viewer/dist/cjs/index.cjs +14 -3
  4. package/apps/viewer/dist/cjs/index.cjs.map +1 -1
  5. package/apps/viewer/dist/esm/index.js +14 -3
  6. package/apps/viewer/dist/esm/index.js.map +1 -1
  7. package/apps/viewer/dist/tsconfig.tsbuildinfo +1 -1
  8. package/package.json +1 -1
  9. package/packages/engine/dist/browser/index.global.js +7 -7
  10. package/packages/engine/dist/browser/index.global.js.map +1 -1
  11. package/packages/engine/dist/cjs/index.cjs +3 -1
  12. package/packages/engine/dist/cjs/index.cjs.map +1 -1
  13. package/packages/engine/dist/esm/index.js +3 -1
  14. package/packages/engine/dist/esm/index.js.map +1 -1
  15. package/packages/engine/dist/tsconfig.tsbuildinfo +1 -1
  16. package/packages/engine/dist/types/render/md3Pipeline.d.ts.map +1 -1
  17. package/packages/game/dist/browser/index.global.js +1 -1
  18. package/packages/game/dist/browser/index.global.js.map +1 -1
  19. package/packages/game/dist/cjs/index.cjs +176 -3
  20. package/packages/game/dist/cjs/index.cjs.map +1 -1
  21. package/packages/game/dist/esm/index.js +172 -3
  22. package/packages/game/dist/esm/index.js.map +1 -1
  23. package/packages/game/dist/tsconfig.tsbuildinfo +1 -1
  24. package/packages/game/dist/types/ai/constants.d.ts +16 -0
  25. package/packages/game/dist/types/ai/constants.d.ts.map +1 -1
  26. package/packages/game/dist/types/ai/index.d.ts +1 -0
  27. package/packages/game/dist/types/ai/index.d.ts.map +1 -1
  28. package/packages/game/dist/types/ai/targeting.d.ts +25 -0
  29. package/packages/game/dist/types/ai/targeting.d.ts.map +1 -0
  30. package/packages/game/dist/types/entities/entity.d.ts +11 -0
  31. package/packages/game/dist/types/entities/entity.d.ts.map +1 -1
@@ -4228,7 +4228,9 @@ function evaluateLighting(normal, position, lighting) {
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  const radiusSq = light.radius * light.radius;
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  if (distSq < radiusSq && radiusSq > 0) {
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  const attenuation = 1 - Math.sqrt(distSq) / light.radius;
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- const amount = clamp012(attenuation * ndotl);
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+ const dist = Math.sqrt(distSq);
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+ const lightDotN = dist > 0 ? clamp012(-(dx * n.x + dy * n.y + dz * n.z) / dist) : 0;
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+ const amount = clamp012(attenuation * lightDotN);
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  r += light.color[0] * amount;
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  g += light.color[1] * amount;
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  b += light.color[2] * amount;