mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-31 00:49:06 +01:00
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
@@ -139,7 +139,6 @@
|
||||
desc = "Government didn't want you to see this!"
|
||||
density = TRUE
|
||||
blocks_air = TRUE
|
||||
dynamic_lighting = FALSE
|
||||
icon = null
|
||||
icon_state = null
|
||||
|
||||
|
||||
@@ -270,7 +270,7 @@
|
||||
gen_turf.resources[ORE_SAND] = rand(3, 5)
|
||||
gen_turf.resources[ORE_COAL] = rand(3, 5)
|
||||
if(ground_resources_roll)
|
||||
var/image/resource_indicator = image('icons/obj/mining.dmi', null, "indicator_" + ground_resources_roll, gen_turf.layer, pick(GLOB.cardinals))
|
||||
var/image/resource_indicator = image('icons/obj/mining.dmi', null, "indicator_" + ground_resources_roll, dir = pick(GLOB.cardinals))
|
||||
resource_indicator.alpha = rand(30, 60)
|
||||
gen_turf.resource_indicator = resource_indicator
|
||||
if(!gen_turf.density)
|
||||
@@ -279,6 +279,12 @@
|
||||
var/rand_vals = ground_ore_levels[ground_resources_roll][OT]
|
||||
gen_turf.resources[OT] = rand(rand_vals[1], rand_vals[2])
|
||||
|
||||
if(SSlighting.initialized) //don't generate lighting overlays before SSlighting in case these templates are loaded before
|
||||
var/area/A = gen_turf.loc
|
||||
if(A?.area_has_base_lighting)
|
||||
continue
|
||||
gen_turf.static_lighting_build_overlay()
|
||||
|
||||
if(gen_turf.density) // No need to check flora/fauna/grass if we're a wall
|
||||
continue
|
||||
|
||||
|
||||
Reference in New Issue
Block a user