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