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feat: Add independent light mode KVs to light entities #293
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Should probably keep the original keyvalue there, so users can tell what options they had their exisiting lights set to. Description could explain how backward compatibility works, and how to migrate your options. |
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Would be nice if we added something similar to readonly & report but for deprecating. Hidden field by default unless it exists on the entity |
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Yeah I think until we have that I'd much prefer removing the KV from the FGD entirely, it still functions as normal but experience has told me that having a KV means people will use it even when they shouldn't |
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Problem then is that less-technical users would open Hammer, and just see an obtuse Though, if we're adding new FGD features, I'd suggest it'd be good to have a way to specify a default value for existing entities without the keyvalue, separate to the default when placing new entities. So then you could migrate an option but keep the existing ents working, like here, keep 'static' for existing ents, use 'custom' for new ones. |
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Different default values for new entities compared to existing entities? Are you sort of proposing like versioning somehow? |
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I would hope there aren't too many of those less technical users in our closed beta, I think it's also fine to have the migration process documented somewhere but I'm pretty hesitant to have that place be the FGD itself, unless there's some special way to represent it that prevents issues like Ozxy was suggesting |
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can the process of porting even describe how it's work the new Kv should be write on the wiki ? So like people when they ask how it's work the new ways, you can redirect people into the wiki? |
Allows configuring the different components of lighting independently
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Allows configuring the different components of lighting independently