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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

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///Holder for lighting mask, this is done for ensuing correct render as a viscontents
/obj/effect/lighting_mask_holder
name = ""
anchored = TRUE
appearance_flags = NONE //Removes TILE_BOUND meaning that the lighting mask will be visible even if the source turf is not.
glide_size = INFINITY //prevent shadow jitter
///The movable mask this holder is holding in its vis contents
var/atom/movable/lighting_mask/held_mask
/obj/effect/lighting_mask_holder/proc/assign_mask(atom/movable/lighting_mask/mask)
vis_contents += mask
held_mask = mask
mask.mask_holder = src
/obj/effect/lighting_mask_holder/Destroy(force)
vis_contents -= held_mask
QDEL_NULL(held_mask)
return ..()
/obj/effect/lighting_mask_holder/Moved(atom/OldLoc, Dir)
. = ..()
held_mask?.queue_mask_update()//held mask can be null when it is deleted