Commit Graph
2 Commits
Author SHA1 Message Date
hazelratandGitHub e9f1bb5709 Area-based Horizon lighting (#22511)
This adds unique lighting palettes to different areas of the SCCV
Horizon. It does this by tying randomized_lighting variable for light
fixtures to the department variable of the area they are in. This
solution is intended to save a lot of time and effort, both now and
later, which would otherwise be spent mapping down each colour of
lighting into every department manually.

Notable points:
- This shifts the parent colour for light bulbs from LIGHT_COLOR_HALOGEN
(#C0C0CA) to the new LIGHT_COLOR_OFFWHITE (#efe5bb), and shifts the
randomized_colors variable to the according list. This shifts them from
a slightly murky blue-tinted white to a slightly brighter yellow-tinted
white. Slightly warm lighting will now be the default for every map.
Warmer lighting communicates the age of a ship or station, the worsening
economic prospects of the setting, and it's also a bit cosier.
- Stark white lighting is retained for medical and the bridge. Research
has been given purple-tinted lighting.
- Command offices are also under blue lighting currently, to visually
differentiate them from the rest of their departments.
- To avoid too much player-facing bloat, only a box for pale purple has
been added so janitors can replace the lighting in research. Otherwise,
yellow can be used for engineering, white for public areas, and blue for
high-security areas.
- Offsites and offships shouldn't be hugely changed by the shift in
default lighting - it's a slight change in hue.

Screenshots below!
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src="https://github.com/user-attachments/assets/09284700-8408-4a86-86c5-7575e7c94a27"
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src="https://github.com/user-attachments/assets/a34841dd-3f49-4010-b2e0-d2e9a748e617"
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src="https://github.com/user-attachments/assets/55e89703-8ac7-4fa7-9775-19818c10c119"
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src="https://github.com/user-attachments/assets/684dea04-90c5-4877-b2bf-08a2146efb5e"
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src="https://github.com/user-attachments/assets/6ce42ac1-0f4b-49eb-8f2c-c6fb1830877e"
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src="https://github.com/user-attachments/assets/bc41a4f4-8d5c-4348-b9fe-a41d7950ce37"
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src="https://github.com/user-attachments/assets/48c4b733-a375-482b-9f70-e2aa6d0b3e27"
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src="https://github.com/user-attachments/assets/52e0041a-602d-4f4b-9d6c-7d0a0946f90b"
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2026-05-27 15:37:50 +00:00
BatrachophrenoandGitHub 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00