Create _reflect textures for all metal textures in the exX package
Base _reflect textures on _gloss textures, and leave them unmodified for now. Should be most logical and accurate
Commit a reflect texture I forgot
Another forgotten _reflect texture
Add default dpreflectcube to the exX shader, for textures meant to have reflections. Yes, this isn't permanent, and looks rather ugly. Once per-map cubemaps will be implemented, I can easily replace the keyword. For now, this is fun to test around with
Not sure if this makes sense, but include my TEMPORARY nebulae cubemap here, which is a much better reflection to test with, until we have per-map ones. Obviously, this cubemap will be deleted once we have final ones.
Make the exX cubemaps much less intense. Basically, I will cut a deal: The more rusty and dark / solid a metal texture is, the less it will reflect (barely visible reflections). However, the brighter and more polished a surface is, the more mirror-like it will be. This should be quite fair and not exaggerate the effect, since most textures are rusty or non-polished metal plates.
Darken more exx reflections. The cubemaps for these textures should look a lot better and more correct now.
Merge branch 'master' into mirceakitsune/world_cubemaps
Use the exomorph cubemap for eXx reflections (same as the textures on Solarium). This represents the final looks so feel free to test and report what you think (try Red Planet or Glowplant)
Attempt to implement dpshaderkillifcvar to turn off cubemaps. Currently this just causes all surfaces to disappear
Improve that last change, same issue
Make two versions os the exx shader, and add cvar filters so the cubemapped one only works when g_cubemap is 1 (might rename that)
rename g_cubemap to r_cubemaps_world
Actually call it r_reflections_world, because people can use either cubemaps, either envmaps, or even realtime reflections for surfaces someday (except water / warpzones which have them indepentently).
Put shaders with cubemaps in their own files, so that the shaders without reflections are not duplicated pointlessly
Properly name the shader files
Add comments to the beginning of each shader to clarify how they work
Those shaders address reflections on solid surfaces, not water / glass
Make shader names shorter