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Scene view: light meshes the way the exporter does - #59
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The viewport had its own lighting (a fixed ambient, a default sun, linear falloff) that the exporter never ships, so the Scene view looked lit while the game drew everything the torch misses black. It now draws the colours the exporter bakes. Export output is unchanged. Courtyard relied on the invented light and on two empty objects: give it a Sun and a Fill light, put a Player component on Player Start, and drop the empty Main Camera.
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Scene view meshes now use the vertex colours the exporter writes (
exportVertexColorsin splashpack.hh). The fixed ambient, default sun and linear falloff in ps1view.cpp are gone. Exports of courtyard, tests/light and tests/skin are byte-identical before and after.Courtyard: added a Sun and a Fill directional light, a Player component on Player Start, removed the empty Main Camera. Without them the game frame was black past the torch, with the camera on the floor at the origin.
Not fixed here: courtyard UVs go up to 9 on the floor and 7 on the walls. The viewport repeats them, the exporter clamps them, so in game the floor is one flat colour. Splitting tiled faces in the exporter is the next PR.