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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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@@ -224,7 +224,7 @@
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for(T in view(CEILING(light_range, 1), source_turf))
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if((!IS_DYNAMIC_LIGHTING(T) && !T.light_sources))
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continue
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if(!T.has_opaque_atom)
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if(!IS_OPAQUE_TURF(T))
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if (!T.lighting_corners_initialised)
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T.generate_missing_corners()
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for (thing in T.corners)
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