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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>
This commit is contained in:
co-authored by
Matt Atlas
JohnWildkins
parent
8ebd7c9ad5
commit
94d92803b4
@@ -5,7 +5,6 @@
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icon_state = "rustlamp_l"
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anchored = TRUE
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density = TRUE
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light_wedge = LIGHT_OMNI
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light_color = LIGHT_COLOR_HALOGEN
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light_range = 8
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light_power = 8
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@@ -29,7 +28,6 @@
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anchored = TRUE
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density = FALSE
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light_color = "#FA644B"
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light_wedge = LIGHT_OMNI
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light_range = 6
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light_power = 1
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@@ -66,7 +64,6 @@
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/obj/structure/utility_pole/street/on
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desc = "A tall light source. This one shines brightly."
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light_wedge = LIGHT_OMNI
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light_color = "#e8ffeb"
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light_range = 8
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light_power = 1.9
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@@ -82,7 +79,6 @@
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/obj/structure/utility_pole/street/classic/on
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desc = "A tall light source. This one shines brightly."
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light_wedge = LIGHT_OMNI
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light_color = LIGHT_COLOR_TUNGSTEN
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light_range = 8
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light_power = 1.9
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@@ -241,7 +241,7 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban)
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icon = 'icons/obj/structure/urban/ledges.dmi'
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icon_state = "stairs-single"
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layer = 2.01
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opacity = 1
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opacity = TRUE
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/obj/structure/stairs/urban/right
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dir = EAST
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@@ -821,6 +821,10 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban/road_ramp)
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if(storage_type)
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storage_compartment = new storage_type(src)
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/obj/structure/cash_register/Destroy()
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QDEL_NULL(storage_compartment)
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return ..()
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/obj/item/storage/toolbox/cash_register_storage
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name = "cash compartment"
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@@ -960,7 +964,7 @@ ABSTRACT_TYPE(/obj/structure/stairs/urban/road_ramp)
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autoclose = TRUE
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support_ids = TRUE
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glass = TRUE
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opacity = 0 //otherwise it is opaque until opened/closed for the first time.
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opacity = FALSE //otherwise it is opaque until opened/closed for the first time.
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/obj/machinery/door/urban/glass_sliding/double //use north state for left side and south state for right side
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icon_state = "double_glass_sliding_closed"
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