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Replaces our lighting system with CM's. (#21465)
Depends on #21458. Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original authors as: - https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the lighting controller (A-lexa) - https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the lighting (TiviPlus) - https://github.com/tgstation/tgstation/pull/54520 for the dir lighting component - https://github.com/tgstation/tgstation/pull/75018 for the out of bounds fix in lighting - https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the emissives (TiviPlus) The main driving reason behind this is that current lighting consumes way too much processing power, especially for things like odysseys/away sites where a billion light sources are processing/moving at once and the game slows down to a crawl. Hopefully this improves the situation by a good margin, but we will need some testmerging to confirm that. <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2" /> <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677" /> - [x] Resolve todos - [x] Look into open space fuckery (border objects) --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
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Matt Atlas
JohnWildkins
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@@ -161,11 +161,11 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
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var/datum/gas_mixture/air_contents = my_tile.return_air()
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if(firelevel > 6)
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set_light(9, FIRE_LIGHT_3, no_update = TRUE) // We set color later in the proc, that should trigger an update.
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set_light(9, FIRE_LIGHT_3) // We set color later in the proc, that should trigger an update.
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else if(firelevel > 2.5)
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set_light(7, FIRE_LIGHT_2, no_update = TRUE)
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set_light(7, FIRE_LIGHT_2)
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else
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set_light(5, FIRE_LIGHT_1, no_update = TRUE)
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set_light(5, FIRE_LIGHT_1)
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air_contents.adjust_gas(GAS_CO2, firelevel * 0.07)
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