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Add nearz property to clustered lights (#291)
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fgd/bases/BaseClusteredLight.fgd

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_dynamicshadowallocation(boolean) : "Use dynamic shadow allocation" : 0 : "Determines whether the map (static) or the engine (dynamic) should dictate the size of the shadows for this light."
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_initialshadowsize(integer) : "Initial Shadow Size" : 3 : "The initial static shadow resolution exponent. Only relevant for static shadow allocation. Adding 1 to this value doubles both dimensions of the shadowmap."
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_shadowscale(float) : "Shadow Size Scale" : "1.0" : "Scales the shadowmap resolution exponent. Only relevant for dynamic shadow allocation. For example, a scale of 3.0 will give this light shadowmaps 8 (2^3) times as large as they would usually be."
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nearz(float) : "Near Z" : 4.0 : "Near Z for this light. Determines where shadows start to be cast. Inside the nearz radius, the light is still visible, but anything inside it won't cast shadows"
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input SetShadowSize(integer) : "Set the size exponent of this light's shadowmap(s)."
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fgd/point/light/light_rt.fgd

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@PointClass base(BasePointLight, BaseLightFalloff, BaseClusteredDynLight)
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clusteredlight(point)
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sphere(nearz)
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= light_rt: "An invisible omnidirectional realtime light-source."
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fgd/point/light/light_rt_spot.fgd

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@PointClass base(BaseSpotLight, BaseLightFalloff, BaseClusteredDynLight)
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clusteredlight(spot)
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sphere(nearz)
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= light_rt_spot: "An invisible and directional realtime spotlight."
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