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[MIRROR] Opacity refactor (#405)
* Opacity refactor (#52881) Moves all opacity var manipulation to a proc which sends a signal. light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates. has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented). Some opacity-related sight procs optimized as a result of this. Some variables moved to the object's definition. A define or two added into the mix for clarity. Some code cleaning, like turning booleans into their defines. One file renamed for clarity. Changelog cl balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain. /cl * Opacity refactor Co-authored-by: Rohesie <rohesie@gmail.com>
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@@ -576,7 +576,7 @@
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/obj/structure/window/reinforced/tinted
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name = "tinted window"
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icon_state = "twindow"
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opacity = 1
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opacity = TRUE
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/obj/structure/window/reinforced/tinted/frosted
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name = "frosted window"
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icon_state = "fwindow"
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