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Rebases to /vg/station13 code. #23087
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@@ -127,7 +127,9 @@ | |||
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/mob/living/simple_animal/drone/cogscarab/New() | |||
. = ..() | |||
SetLuminosity(2,1) | |||
#warn a |
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?
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Not sure what to do with cap is the issue.
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cap is strength.
or more accurately, how strong from normal (10) is the center. and then lum (the first arg) is normally just radius
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Yeah this is just supposed to be weak innate light, I was doing the best I could with the limited tool I had; ideally this would have been faint reddish light, like the scarab's eyes
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Figured as such but there's no direct analog here.
@@ -18,7 +18,9 @@ | |||
START_PROCESSING(SSobj, src) | |||
clockwork_caches++ | |||
update_slab_info() | |||
SetLuminosity(2,1) | |||
#warn falloff? |
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falloff was basically a cheap way to do light strength so just making this very weak light(which should be possible with this?), will be enough
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I was midway through this and I didn't want to ask on IRC what the second argument was to ruin the surprise so.
How does this compare to our current lighting, besides the visual difference? Mainly, can you do very weak light over a wide area, and very strong light over a small area? |
@Razharas all of those are warnings I put in as TODOs @ChangelingRain: non shit backend for one thing. There's no direct analog for cap in baylights, there's light power which is similar. I don't actually understand the formulas of the lighting system, Mloc wrote that. |
if(!top_atom.light_sources) | ||
top_atom.light_sources = list() | ||
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top_atom.light_sources += src // Add ourselves to the light sources of our new top atom. |
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Replace this and the if(!top_atom.light_sources)
bit with LAZYADD(src, top_atom.light_sources)
which will do the same thing
top_atom = source_atom | ||
. = 1 | ||
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if (istype(top_atom, /turf)) |
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if(isturf(top_atom))
Woosh |
Anything that puts horrible gradients over our sprites is terrible and I dislike it unconditionally. Nearly all lighting system I've seen that aren't ours do this. I think we have the right idea now, keeping it simple and clean. |
I don't know I really like the smooth lighting as opposed to blockyness. Although this may make us lose our wonderful gradual fade in/out brightness which is very pretty in and of itself. If this includes colored lighting then I'll say yes for sure. |
It is about time we updated to a prettier system! Darkness could be a lot more 'atmospheric', and colored lights can let us do prettier alarms and what not! |
This is gonna need a serious changelog. Pretty excited for this. |
Dancefloors no longer making light |
From a performance standpoint I essentially cannot be a ghost and not drop a large number of frames with this on. I mean thankfully I can turn it off but still. |
Doesn't render for living mobs. |
it didn't render because of our planemaster for lighting, removing that fixed it. |
Smh. |
I dont like how it looks, it makes snow loose all detail and just look like a uniform red colour |
...snow? |
That fire in the bottom right does kind of look like snow now that you mention it. |
It doesnt matter if its snow or some other white stuff covering the floor, originally it had some detail drawn on it but with this light it became straight red with nothing in it |
Well I mean it kind of makes sense, go stare at the sun and see if you can still make out the colors and details of the sky around it |
Also I think that may be the fire overlay itself blocking the snow somewhat too. |
It is probably foam, not snow! |
There is noooo snowww in the pictureee. |
Whoosh. |
I assume that I'm not getting a cohesive answers then |
Yes, it is lighting only, which you could tell if you glanced at the code |
I saw the lighting stuff but I didn't know if that was all. I don't know VG code. Thank you for the answer. |
Please make the changelog entry actually correct. It's not the place for sarcasm. |
Because we totally expect every player on Github, including non-coders, to read through ~1300 new lines of code across 159 files to determine that the only change is lighting. This is akin to a renowned physicist hosting a high-school science class while having no experience as a teacher. His expectations are going to be severely off the mark. |
I mean, you have to scroll completely through all comments to make a comment asking what's going on. I'm sure he'll change it before it's merged. |
that is a nice hearty sized gif also please don't merge this |
You're gonna have to make it serious at some point! |
There's no memory leak from what I can tell. |
In that case, it's time forrrrrrr |
I sure hope you're right! |
oh boy. |
YEEEEEEEEEEEEEEEEEEES |
PogChamp |
we did it boys |
Shouldn't we have tested this more if we thought there was a memory leak |
@KorPhaeron |
Wooooooooooooooooo |
Very pretty. |
Zombie! |
@PJB3005 How do I disable permanent lighting in a shuttle area? |
@GunHog give them |
I did so locally for |
just do a find for shit that sets that, i think something in shuttle code fucks with that |
Bringing you hypothermia, MoMMIs, BEAMS, SM cascade, xenoarch and most importantly the R-UST.
🆑
rscadd: Rebased to /vg/station lighting code.
/:cl: