v4.0165b

8/19 - fixed DIV/0 error
8/20 - added distance check to lights/shadows beyond FOV
8/21 - added length check to texture lights
8/22 - fixed bug in flashlight scale
8/22 - added rlassets to create blurry shadows

v4.0164b

6/15 - added floorshadow actors for "blurry" shadows similar to wall shadow actors
6/15 - added distance check for shadows behind the player
6/16 - added rl_blur_shadows CVar
6/16 - corrected rl_lifespan in shadow Tick() function
6/17 - adjust warea limit for texture baking by sidedef variables
6/18 - tweak strength of decorative/texture lights

v4.01631b

6/4 - hotfix: removed lifespan on hd_light for smoother shadows

v4.0163b

5/19 - adjusted "other" shadows to exclude non-missile, non-player, non-monster, non-inventory
5/20 - added menu tooltips & presets
5/20 - added decorative light sources CVar flag
5/21 - destroy hd_light sources not a lightsource && not defined in GLDEF (performance)
5/24 - added override to set preset with ENTER
5/25 - added a CVar for shadow Scale.Y

v4.0162b

5/6 - added check for saved light level in hd_light
5/11 - added BD mod flashlight compatibility
5/12 - added pitch for decorative and missile lights
5/12 - tweaked shadow lifespan

v4.0161b

4/23 - fixed skewness for sectorless maps (bug fix)
4/24 - added hack in shadow PostBeginPlay() for player sprite in voxel array
4/24 - added lifespan variable to hd_light actor (performance)
4/25 - added check for rl_Cvar.rl_player_shadows.GetBool() in PlayerSpawned() (bug fix)
4/28 - change ghostmissile fail to sector light level
4/29 - cut second shadow if > 1/4 shadow distance (performance)

v4.0160b

4/13 - added texture lights
4/15 - cap sprite & shadow distance limits by number of actors (scalability)
4/15 - general code cleanup
4/19 - fixed sector light adjustment for baked lighting, added sprite light adjustment for shadow length
4/20 - added texture light factor to menu for light placement

v4.0159b

3/27 - adjust sprite min/max by number of sprites (optimize)
3/28 - double shadow lifespan for actors > 1/4, 1/2, 3/4 distance (optimize)
3/29 - fixed DIV/0 error line 1321
3/30 - fixed shadow generating bug for player when finishing a level
3/30 - hd_shadow.zs: int tests for distance; args[0] for isFlashlight; z calc in LightCheckSight; (bugs)
4/1 - light calculations linked to CVars (accuracy)
4/2 - fixed hdspot added hdlightsources (accuracy)
4/3 - corrected Pos.z for temp hd_lightsource & corrected LightSightCheck functions (accuracy / optimize)
4/4 - separated baked sidedef block from rl_sector_lights
4/6 - added smart lighting for brighter sector light sources
4/7 - added support for beamflashlightmod
4/8 - corrected skewness upper clamp to allow for min_area > max_area

v4.0158b

3/25 - used Thinker.STAT_HDLIGHT for hd_light actors (optimize)
3/25 - limit reflections on non-anim flats by rl_colored_perceived only (optimize)
3/25 - added sprite height check for TNT1A0 actors in hd_shadow (optimize)
3/25 - fixed DIV/0 error line 1754
3/25 - adjust dynamic light intensity per # hd_lights (optimize)
3/25 - limit shadows within fov (optimize)
3/25 - eliminated sight function checks for player shadow (optimize)
3/25 - eliminated BlockedCheckSight for non-monster casters (optimize)
3/27 - adjust visible light distance by light scale (optimize)

v4.0157b

3/14 - clamped light level to avoid DIV/0 error
3/15 - added check for no/null sprite in shadow caster, deleted exception coding
3/17 - added light size adjustment based on color settings
3/17 - checks for caster lights, bug fixes for shadow pitching of long shadows (bug fix)
3/17 - check for 3d distance of light (performance)
3/17 - search animated texture lumps instead of list
3/18 - added wall shadow alerts
3/21 - added "Death" decoration/missile state spotlights
3/22 - reorganized menus with tips
3/22 - added ceiling shadows for SPAWNCEILING actors

v4.0156b

3/4 - fixed DIV/0 in skew function
3/4 - added window lights, post baking hdlightsources for wall shadows
3/4 - added alpha adjustment for elevated floor shadows
3/7 - added CVar for player shadows on self
3/10 - minor bug fixes in shadow spawn code, added exception for BD headshottargets, pitched shadows
3/11 - added player pitch to flashlight, harsh vs. diffuse lit shadows

v4.0155b

2/24 - added larger wall shadows farther away (long shadows)
2/27 - fixed DIV/0 errors
2/27 - fixed display of shadows on different line segments

v4.0154b

2/7 - added +NOTELESTOMP to ghostlight actor
2/9 - fixed DIV/0 calculation error
2/15 - added optional subtractive lighting
2/16 - changed lower area limit of conditional hdlightsource (performance)

v4.0153b

1/30 - added more color bleeding
1/31 - added temporary light sources for baked sidedefs
2/3 - added sector light adjustments for total light & shadow

v4.0152b

1/17 - adjusted smart lighting sector light limit
1/22 - added more smart lighting, weighted baked lighting, added dimness bleeding
1/25 - tweaked hdlightsource Scale.Y and link to CVar

v4.0151b

1/10 - added check for !sky with other colors
1/11 - corrected sky colors
1/12 - corrected decorative light scale
1/14 - added smart lighting

v4.0150b

1/2 - corrected shadows for solid objects e.g. trees
1/2 - added sky colors for outside sectors

v4.0149b

12/23 - added check for spawned things that should not generate a shadow or light (optimize)
12/23 - added check for Death state to remove hdlight (BD & variants)
12/28 - added checks for master/caster/AAPTR_MASTER (BD & variants)
12/30 - added check for player flashlight (cosmetic)
12/30 - added sidedef checks for very large maps (optimize)

v4.0148b

12/14 - corrected float/int comparison in shader (BUG)
12/17 - moved constant definitions outside of sidedef lighting loop (optimize)
12/18 - corrected inverse square calculation (accuracy)
12/18 - removed calculation for 2-sided lines on same planes (optimize)
12/19 - corrected lighting scale for volume, brightness (accuracy)
12/22 - increased light outside. GLDEF color tints per type. Objects light others. (cosmetic, performance)

v4.0147b

12/13 - added sector fog (cosmetic)
12/14 - turned off gamma correction for STYLE_Subtract (cosmetic)

v4.0146b

12/10 - destroy light switches that are not needed (optimize)
12/10 - fixed polylabel min, max, seed cells; added regular rectangle calculation; remove nan distance cells; fixed triangle centroid calculation (BUGS)
12/11 - light scale adjustment for hd_lightsource actor (performance)
12/11 - added exception for MilDoom3 "fake" actors

v4.0145b

12/7 - check for empty area array
12/9 - fixed hdlightsource scale calculation
12/9 - code cleanup
12/10 - increase light for objects if FindState("Death")

v4.0144b

12/7 - added corrections for tall lights (accuracy)

v4.0143b

12/3 - added additive lighting for colored sectors
12/4 - optimized polylabel to eliminate lines crossing other sectors
12/4 - added switch/exit lighting
12/5 - minor bug fixes
12/5 - added PSprite shadow
12/6 - removed fake contrast

v4.0142b

11/29 - fixed polygon area with stitching routine. No more fudge. (light placement accuracy)
12/1 - fixed stitching in centroid function
12/2 - fixed vertex array in polylabel function, added optimizations, added triangle calculation (optimized)
12/2 - add decreased light level for actors cast in shadow
12/2 - added CVars for sidedef baking

v4.0141b

11/26 - added check for DIV/0 in skewness (avoid VM abort)
11/26 - no hdlights behind the player (performance)
11/26 - no shadow thinkers behind the player (performance)
11/27 - polygon area fudge for enclosed polygons, parallel lines

v4.014b

11/20 - added ceiling and floor lights
11/20 - added line activation correction for floor donut
11/21 - added light correction for sidedef shadows
11/23 - fixed polygonarea calculation and scaled to DoomPlayer
11/23 - added line activation check for lightswitches
11/25 - fixed volume, color corrections

v4.0132b

11/20 - hotfix to correct for GLDEFS missed entries

v4.0131b

11/20 - hotfix for GLDEFS reading error

v4.013b

11/17 - fixed reading GLDEFS objects and colors
11/18 - added skewness correction for minimum area
11/18 - clamped missile lights (Cvar)
11/18 - added pulsing lights based on perceived color brightness
11/19 - added lightsource based sidedef lighting

v4.012b

11/15 - added lifespan/interpolation CVars for shadows
11/15 - added shadow distance checks
11/15 - added code to allow actors to block shadows w/ CVar
11/15 - fixed FindLump/ReadLump loops to improve load times

v4.011b

11/11 - added sector quicksort by area to reduce hd_lightsource actors
11/12 - added support for transfer sky texture flags
11/12 - added gamma/saturation/bleeding shader
11/13 - added recursive sector bleeding functions
11/13 - added gldef colors as attached lights default

v4.01b

11/1 - fixed lightswitch code that expects 2 adjacent sectors
11/1 - added code to ignore voxels that can't be pitched
11/8 - added buggy support for 3d slopes (no 3d floors yet and wall shadows are not fixed for this)
11/8 - corrected jittery player shadows
11/9 - added polylabel support
11/10 - attached lights select floor/ceiling colors
11/11 - added player and monster shadows on other actors

