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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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@@ -12,17 +12,16 @@ GLOBAL_LIST_EMPTY(map_sectors)
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/// to an instance of `/datum/map_template`.
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GLOBAL_LIST_EMPTY(map_templates)
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/area/overmap/
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/area/overmap
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name = "System Map"
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icon_state = "start"
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requires_power = 0
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base_turf = /turf/unsimulated/map
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dynamic_lighting = 0
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base_lighting_alpha = 255
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/turf/unsimulated/map
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icon = 'icons/obj/overmap/overmap.dmi'
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icon_state = "map"
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permit_ao = FALSE
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/turf/unsimulated/map/edge
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opacity = 1
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@@ -139,7 +139,6 @@
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desc = "Government didn't want you to see this!"
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density = TRUE
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blocks_air = TRUE
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dynamic_lighting = FALSE
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icon = null
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icon_state = null
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@@ -270,7 +270,7 @@
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gen_turf.resources[ORE_SAND] = rand(3, 5)
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gen_turf.resources[ORE_COAL] = rand(3, 5)
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if(ground_resources_roll)
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var/image/resource_indicator = image('icons/obj/mining.dmi', null, "indicator_" + ground_resources_roll, gen_turf.layer, pick(GLOB.cardinals))
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var/image/resource_indicator = image('icons/obj/mining.dmi', null, "indicator_" + ground_resources_roll, dir = pick(GLOB.cardinals))
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resource_indicator.alpha = rand(30, 60)
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gen_turf.resource_indicator = resource_indicator
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if(!gen_turf.density)
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@@ -279,6 +279,12 @@
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var/rand_vals = ground_ore_levels[ground_resources_roll][OT]
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gen_turf.resources[OT] = rand(rand_vals[1], rand_vals[2])
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if(SSlighting.initialized) //don't generate lighting overlays before SSlighting in case these templates are loaded before
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var/area/A = gen_turf.loc
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if(A?.area_has_base_lighting)
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continue
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gen_turf.static_lighting_build_overlay()
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if(gen_turf.density) // No need to check flora/fauna/grass if we're a wall
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continue
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