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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
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@@ -175,9 +175,10 @@
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/turf/simulated/open/Initialize(mapload)
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. = ..()
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icon_state = "" // Clear out the debug icon.
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ADD_TRAIT(src, TURF_Z_TRANSPARENT_TRAIT, TRAIT_SOURCE_INHERENT)
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update(mapload)
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/**
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* Updates the turf with open turf's variables and basically resets it properly.
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*/
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@@ -74,47 +74,6 @@
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return ..()
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/atom/movable/openspace/multiplier/proc/copy_lighting(atom/movable/lighting_overlay/LO)
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appearance = LO
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layer = MIMICED_LIGHTING_LAYER
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plane = OPEN_SPACE_PLANE_END
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set_invisibility(0)
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if (icon_state == null)
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blend_mode = BLEND_MULTIPLY
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// We're using a color matrix, so just darken the colors across the board.
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// Bay stores lights as inverted so the lighting PM can invert it for darksight, but
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// we don't have a plane master, so invert it again.
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var/list/c_list = color
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c_list[CL_MATRIX_RR] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_RG] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_RB] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_GR] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_GG] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_GB] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_BR] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_BG] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_BB] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_AR] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_AG] *= -SHADOWER_DARKENING_FACTOR
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c_list[CL_MATRIX_AB] *= -SHADOWER_DARKENING_FACTOR
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color = c_list
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else
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// Not a color matrix, so we just ignore the lighting values.
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icon_state = "dark" // this is actually just a white sprite, which is what this blending needs
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color = list(
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SHADOWER_DARKENING_FACTOR, 0, 0,
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0, SHADOWER_DARKENING_FACTOR, 0,
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0, 0, SHADOWER_DARKENING_FACTOR
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)
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var/turf/parent = loc
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ASSERT(isturf(parent))
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if (LAZYLEN(parent.ao_overlays_mimic))
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overlays += parent.ao_overlays_mimic
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if (bound_overlay)
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update_above()
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// -- OPENSPACE OVERLAY --
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// todo: rename
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