[F3D] Backport point lit ucode from AC pr#460
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Dragorn421
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I can't explain it but loading a blend that has F3DEX3 set as ucode (scene.f3d_type) with this branch, sets the ucode to F3DEX2
It must have something to do with the enumF3D change but idk
What's the reasoning for setting the world defaults for positional lighting to true for oot and sm64 when they don't use it in the first place?
Co-Authored-By: Dragorn421 <Dragorn421@users.noreply.github.com>
Going to look at that, shouldn't be happening?
If you're using a point lit ucode in your repo that is most likely how you are implementing it, that's the case for sm64 ligthing engine for example |
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Merged upstream! |
internal_game_update_ver now checks for less than 2, we need to update defaults again lol