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# Home Assistant Adaptive Lighting Issue Template
## Bug Reports
If you need help with using or configuring Adaptive Lighting, please [open a Q&A discussion thread here](https://github.com/basni…
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- [ ] Entity interaction
- [ ] Teleport
- [ ] Show on other side
- [ ] Duplicate hitbox
- [ ] Entity-in-portal interaction
- [ ] Entities can see via portals
- [ ] Rendering
- [ ] Render …
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## Feature
Add regular lighting states to auto-components.
## Use Case
Adding running lights / secondary break lights to rear bars (as seen on some tow trucks and fire engines).
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Currently jME3 is unable to handle more than a couple of lights. The main issue
permeates itself in how exactly lights are handled. The user creates an ambient
light to make sure the scene isn't…
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The tool is currently limited to axially symmetric lights, but the IES file format can be used for non-symmetric lights as well.
It could be useful to extend the tool to allow non-symmetric lights …
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```
Currently jME3 is unable to handle more than a couple of lights. The main issue
permeates itself in how exactly lights are handled. The user creates an ambient
light to make sure the scene isn't…
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There are multiple lighting mechanisms involved in a game running on the Dæmon engine. We will discuss both lighting, shadowing and application on textures.
This post is divided into 4 main parts:
…
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```
Currently jME3 is unable to handle more than a couple of lights. The main issue
permeates itself in how exactly lights are handled. The user creates an ambient
light to make sure the scene isn't…
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According to the developer's blog and this video (see the following link), Wicked Engine has supported various kinds of area lights since at least 2017:
https://youtu.be/ZLA47y_u7rM
These types …
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Suggestion for you guys: What if we had a Game View similar to that of unreal engine? All it would really need to do is hide zones, lights and others of the sort in the editor, and it could be toggled…