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Fixes emissives, starlight, and a filterrific bug (#72326)
## About The Pull Request [Fixes emissive lighting, we never actually used the thing's layer, should have just been using float layers anyhow](https://github.com/tgstation/tgstation/commit/2af035d48742eb4337dbfabed699a9acef67d883) [Fixes starlight not disabling fullbright](https://github.com/tgstation/tgstation/commit/7a4e3f0c9abacaf944a4be801d2d99daa72e9c50) It used to, but tivi messed it up with area lighting. makes maps like kilo look WAY worse then they should (I stole this slightly from kapu) [Fixes filterrific erroring when editing something with a color matrix](https://github.com/tgstation/tgstation/commit/72dfd4fd8fe4755858568ab7d80e31e146f49ea5) It's not supported right now, mostly becuase it would require reworking how filterrifc works out what window type to use, but at least this way I can mess with the emissive plane without needing to recompile or do it manually ## Why It's Good For The Game Makes starlight actually pretty instead of just fullbright + the windows glow a bit, emissives working is good actually, and filterrific not being annoying makes me happy. ## Changelog 🆑 fix: Starlight will actually show now, instead of just being replaced by fullbright most of the time fix: Emissive lighting will once again work. Sorry lads /🆑
This commit is contained in:
@@ -22,15 +22,16 @@ GLOBAL_LIST_INIT(master_filter_info, list(
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"size" = 1
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)
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),
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/* Not supported because making a proper matrix editor on the frontend would be a huge dick pain.
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Uncomment if you ever implement it
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// Not implemented, but if this isn't uncommented some windows will just error
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// Needs either a proper matrix editor, or just a hook to our existing one
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// Issue is filterrific assumes variables will have the same value type if they share the same name, which this violates
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// Gotta refactor this sometime
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"color" = list(
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"defaults" = list(
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"color" = matrix(),
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"space" = FILTER_COLOR_RGB
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)
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),
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*/
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"displace" = list(
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"defaults" = list(
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"x" = 0,
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@@ -14,7 +14,7 @@
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var/mutable_appearance/blocker = new()
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blocker.icon = make_blocker.icon
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blocker.icon_state = make_blocker.icon_state
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blocker.layer = make_blocker.layer
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// blocker.layer = FLOAT_LAYER // Implied, FLOAT_LAYER is default for appearances
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blocker.appearance_flags |= make_blocker.appearance_flags | EMISSIVE_APPEARANCE_FLAGS
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blocker.dir = make_blocker.dir
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blocker.color = GLOB.em_block_color
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@@ -177,8 +177,11 @@ GLOBAL_LIST_EMPTY(teleportlocs)
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if(!ambientsounds)
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ambientsounds = GLOB.ambience_assoc[ambience_index]
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if(area_flags & AREA_USES_STARLIGHT)
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static_lighting = CONFIG_GET(flag/starlight)
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if(area_flags & AREA_USES_STARLIGHT && CONFIG_GET(flag/starlight))
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// Areas lit by starlight are not supposed to be fullbright 4head
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base_lighting_alpha = 0
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base_lighting_color = null
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static_lighting = TRUE
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if(requires_power)
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luminosity = 0
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