  
|
94d92803b4
|
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>
|
2025-11-04 21:27:42 +00:00 |
|
 FluffyandGitHub
|
1345beac4b
|
Added the z-level manager system from TG (#19532)
Added the z-level manager system from TG, mostly
|
2024-07-22 13:00:38 +00:00 |
|
 nautandGitHub
|
d63d63d78c
|
Visual / layering fixes (#19547)
Package of a few visual changes to make things prettier-er. Also added a
helper for mapping purposes.
- bugfix: "Carpets now show proper edges again."
- bugfix: "Fixed layering of several map items, like disposal pipes,
that were previously buried underneath turfs in the map editor (and were
invisible as a result)."
- bugfix: "Fixed observer sprites occasionally going underneath certain
objects. Their layering has been fixed."
- bugfix: "Reinforced plastic tables now show up correctly in the map
editor."
- rscadd: "Added a special 'lock' door helper that automatically locks
doors underneath it so mappers don't have to edit variables/icon states
manually."



Fixes #18762
Fixes #18840
Fixes #19101
|
2024-06-29 09:02:23 +00:00 |
|
 
|
2455785fd9
|
Bots revamp (#18649)
* revamp logic
* ui, navbeacons
* JPS, buildable navbeacons, heap, more pain
* sdf
* sdaf
* Update html/changelogs/fluffyghost-botsnavbeaconspath.yml
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
* sdf
* sd
* SSmove_manager, navbeacon and cleanbot fixes
* sdaf
* swap most mobs to use movement loops
* dfgs
---------
Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
|
2024-03-21 20:11:56 +00:00 |
|
 FluffyandGitHub
|
a63c409241
|
sdafasdf (#18351)
|
2024-02-08 12:06:46 +00:00 |
|
 FluffyandGitHub
|
cc74d7dcc8
|
Updated spatial gridmap (#18244)
* sadf
* jhbkhbh
* hope
* gsda
|
2024-01-21 23:29:42 +00:00 |
|
 FluffyandGitHub
|
e867030c2e
|
Update MC (#18112)
* sdf
* fsda
* fuck
* fuck2
* toolz
* sdaf
* sdfa
* saf
* sdfa
* sdfa
* sdf
* sdfa
* temp rename
* temp rename
* temp rename
* sdaf
* the pain is immensurable in the land of byond
* the curse of rah
* safd
* sadf
* sadf
* gf
* asf
* fssdfa
* sfd
* sadf
* sfda
* brah
* brah
* it's easier for you to fix this
* ffs
* brah
* brah
|
2024-01-06 17:03:57 +01:00 |
|