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Forcibly Enable Hardware-Accelerated Graphics #1690

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merged 1 commit into from
Aug 11, 2015

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Krausus
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@Krausus Krausus commented Aug 10, 2015

The lighting system we use requires hardware-accelerated graphics to be enabled; if they aren't, the lighting overlays appear as opaque blocks, covering their tile completely. This has, for some time now, resulted in players having to ask what's up with the colored squares, and get told to enable hardware acceleration.

Turns out, you can just force clients to turn it on. This PR forces it on a half second after a client connects.

Due to BYOND quirkiness, simply turning it on doesn't always work, but it does if you turn it off first, so that's what this does. This causes the lighting overlays to flicker for a brief moment, so I do it in client/New(), instead of Login() (which seems to be the recommend place to do it), so they won't flicker every time a player moves into a new mob. This seems to work fine with a short delay.

They're forced on after a delay in client/New(), rather than Login(), to
minimize how often they occur and cause flickering.
@Fox-McCloud Fox-McCloud added the Usability This issue affects usability label Aug 10, 2015
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This will only make it flicker for the person who's logging in, correct?

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Krausus commented Aug 11, 2015

Yep, it changes their client-side settings. In local testing, the setting gets flicked on before the world finishes loading, so it may not even be noticeable most of the time. It's definitely visible if done in Login, though.

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Ok, great; just as long as it's a one-time thing and has minimal impact.

Fox-McCloud added a commit that referenced this pull request Aug 11, 2015
Forcibly Enable Hardware-Accelerated Graphics
@Fox-McCloud Fox-McCloud merged commit 8528616 into ParadiseSS13:master Aug 11, 2015
@Krausus Krausus deleted the ForceHWGraphics branch August 11, 2015 12:25
PsiOmegaDelta added a commit to PsiOmegaDelta/Baystation12 that referenced this pull request Aug 11, 2015
Most likely also fixes the hickup where BYOND still rending lights are blobs of light despite having hardware acceleration enabled.
Ports ParadiseSS13/Paradise#1690. Fixes Baystation12#10147 as much as it can be fixed I believe.
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2 participants