LightPoint_Entity helper of CalcLightgridAtPoint doesn't check channel mask like LightFace_Entity does before calling GetLightContrib which causes masked light to leak into the lightgrid. The screenshot here has a green light and a submodel with masking which prevents the surfaces around it from lighting up in the same green hue, the lightgrid however is tainted.
I guess a possibly correct thing to do is to light probes with masked light if they are within a masked submodel, such as func_*illusionary.
On a similar topic; should projected texture lights maybe have some opt-in or opt-out for the lightgrid? Currently they influence they lightgrid, and for usecases where there's a projector light that projects a glass window texture it makes sense to light the grid, but in the case of using projector light to more or less smear a decal on the lightmap it's something different.
LightPoint_Entityhelper ofCalcLightgridAtPointdoesn't check channel mask likeLightFace_Entitydoes before callingGetLightContribwhich causes masked light to leak into the lightgrid. The screenshot here has a green light and a submodel with masking which prevents the surfaces around it from lighting up in the same green hue, the lightgrid however is tainted.I guess a possibly correct thing to do is to light probes with masked light if they are within a masked submodel, such as
func_*illusionary.On a similar topic; should projected texture lights maybe have some opt-in or opt-out for the lightgrid? Currently they influence they lightgrid, and for usecases where there's a projector light that projects a glass window texture it makes sense to light the grid, but in the case of using projector light to more or less smear a decal on the lightmap it's something different.