I’ve always liked this entity, mainly because it’s the only “real” light. It properly casts shadows and lights the world.
You have likely seen it used before, as it’s primary use in GMOD is for lamps, flashlights, and I’ve seen some people trying to use them in their maps.
Now it’s main problem is that the shadows don’t have much range before they become blurred into nothing. This is due to over-jittering, supposed to cover up pixelation due to low shadowmap resolution.
There is no work to be done to fix this, I am supplying you(Garrys Mod team) with the code to do this, it’s only one or two lines of code and I have yet to see any negative affects.
Also, in case your wondering: “can we use this as a sun?”
The answer is: Likely not, to allow for a completly dynamic sun like in JC2, MW2, Crysis and such, we would need to re-code some of the shadow mapping system. Those games likely use parallel split shadow maps or perspective shadow maps for sunlight. Though, you could use it like Portal 2 does, a main light source for rooms.(An example of this use is posted below Reactor’s reply).
Fix the env_projectedtexture grain.
I would greatly appreciate this and think it would be a great addition to GMOD, as it would allow more use of dynamic lighting. Which is great for scenes that need dramatic lighting.