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Commit61a33237e0

README.md

EmissiveSource

Makes the entity it sits on a light.

Geometry that reads as emitting — a glowing crystal, a neon sign, a monitor, a lamp filament — is normally only bright in the image and puts nothing on the wall next to it. This puts it there.

The engine holds a fixed number of light rows, so the hundredth practical in a street cannot have one. A source registered here does not take a row: it is resampled, so a pixel looks at a few of them however many exist, and a scene can carry hundreds.

The fields are the source. Editing one re-pushes it, and they persist with the scene like any other component. intensity = 0 releases the source and leaves the rest of the settings for when it comes back.