## About The Pull Request
Continuation of https://github.com/tgstation/tgstation/pull/78857
FOR TOOO LONG WE HAVE SUFF-
Ok yeah so like, we made them overlays to save on maptick, but with
threaded maptick that is potentially not an issue anymore.
I'm opening this pr so I can tm it and see. If it works, it'll save
about 50% of lighting object update costs, which is pretty damn good.
I'm also removing the fullbright light icon state, since it is barely
ever used (it was added as a clientside op, but we don't hit fullbright
very much at all so it does nothing but eat my cpu time)
Also also changing how SSlighting does its resolution. Rather then
waiting for all sources to process, then working on corners and objects,
instead we will do all the sources we had at the start, then all the
sources after, and so on.
The goal is to avoid churn causing the system to constantly choke. it is
better to potentially double operate then it is for things to feel
horrifically slow.
## Why It's Good For The Game
Faster. Also you won't be able to see lights through walls anymore, so
mesons will be less dumb. Can maybe bump their nightvision a bit idk
we'll see.
## Current Issues
to be found
## Changelog
🆑 Absolucy, LemonInTheDark
fix: You can no longer see lights through walls when using mesons or
when ventcrawling.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
I heard you liked commas.
## Why It's Good For The Game
Trailing commas make everyone happy!
## Changelog
Nothing anyone will notice besides downstreams adding to these lists
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
/datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.
## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.
## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
## About The Pull Request
Moves create_all_lighting_objects to the only thing that uses it - the
lighting subsystem
I saw zero difference in lighting system init time
## Why It's Good For The Game
Reduces global proc pollution and keeps everything in the same place,
improving code readability
## Changelog
🆑
refactor: moves the create_all_lighting_objects proc to the lighting
subsystem
/🆑
## About The Pull Request
[Implements a setter for starlight
variables](https://github.com/tgstation/tgstation/commit/af34f06b418b039b2ead90b29112b30adea4bc68)
I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.
This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.
Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)
[Reworks how starlight overlays
work](https://github.com/tgstation/tgstation/commit/9da4bc38e223e0ce2d91b0c8beddf1ebba968b9c)
Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.
This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.
It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear
[Removes parallax starlight
coloring.](https://github.com/tgstation/tgstation/commit/5f701a1b137c7d4c333929e4cbfdd9d4aa8656d6)
I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.
[Adds some visual effects to narsie being
summoned](https://github.com/tgstation/tgstation/pull/78877/commits/a423cfcb2ba9c0d729b06c36dd7d38ff68c967c2)
As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.
It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game
Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff
Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.
This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog
🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
About The Pull Request
Micros lighting objects, and their creation
We save a good bit of time by not walking space turfs adjacent to new objects.
We also save some time with micros in the actual underlay update logic.
I swear dude we spend like 0.8 seconds of init applying the underlay. I want threaded maptick already
Micros lighting sources, and corner creation
A: Corners were being passed just A turf, and then expected to generatecorners based on that. This is pointless.
It is better to instead pass in the coords of the bottom left turf, and then build in a circle. This saves like 0.3 seconds
B: We use so many damn datum vars in corner application that we just do not need to.
This resolves that, since it pissed me off. It's pointless. Lets cache em instead
There's some misc datum var caching going on here too. Lemme see...
Oh and a bit of shortcutting for a for loop, since it was a tad expensive on its own.
Also I removed the turfs list, because it does fucking nothing. Why is this still here.
All my little optimizations save about 1 second of init I think
Not great, but not bad, and plus actual lighting work is faster now too
Why It's Good For The Game
Speed
It occured to me, we didn't have a good way to "see" what turfs were actually being updated
Figured I'd fix that
I've also added some debug vars on SSlighting to make testing with/without some checks easier
Speaking of which, I've added a second check to lighting corner updating
Basically, if our past and current cached rgb values are the same, there's no point updating
This is possible because static lighting is relative. If you've got a
TON of blue, it'll outweight the red and green you have in smaller amounts
We also do some rounding to ensure values look right
Similarly, if you've got roughly the same lighting, and a bit of something you already have a lot of is added, you're not likely to actually enter a new "bracket" of color
Anyway uh, it's hard to profile this, but I've seen it help quite a bit, mostly with things like emergency lighting that updates lighting in small amounts often, and in constricted spaces.
To some extent just comes down to map design
credit to zewaka for the idea of using underlays
turns the lighting object movables that were unnecessary and increased maptick into a datum which then applies and removes an underlay in update(). also applies a lot of general lighting clean ups (mostly using as anything in loops and fixing single letter var names).
multiz is a little different by necessity, now only the bottom turf's lighting matters in the brightness of the top turf unlike master where the bottom turf's lighting object is hidden from the vis_contents of the top turf. there are still some kinks to iron out here though, since currently objects suspended in openspace (like tram platforms) look bad and glass floors look bad too
only thing i have left to do is make multiz work (well)
UPDATE: multiz now appears the same as far as i can tell, its possible there are other situations in which its different but datum mats work and it automatically updates if the turf below changes. now i just need to make the system less finnicky if at all possible (and possibly merge managed_turf_vis_content with managed_overlays maybe?)
new update: its basically equivalent to normal multiz as far as i can tell (visually at least, in the circumstances ive tested so far)
NEW NEW UPDATE: turfs no longer have the VIS_HIDE vis_flag and multiz works without stacking the lighting from the floor below! so this shouldnt have any overt drawbacks to master anymore
1 needless movable per tile is terrible for maptick. this is probably a larger improvement than my emissive blocker change in terms of maptick. im guessing we'd get around 0.6 average maptick per player after this where currently we get 0.85 or so
Edit: according to lemon, sybil reached 0.71 maptick per person when tm'd with this
if this is a big enough improvement i might finally be able to get rid of the Gone discord avatar
Removed a bunch of back reference lists that were either entirely unused, or contained references that could be found within the datums contained in other lists.
lighting corner datums now get deleted with unused.
light sources no longer track lighting corners where the appiled light rounds to 0.
Fix lighting on turfs that gained dynamic lighting mid round. lazy init corner datums.
these two are related. by decoupling corner datums from the turfs dynamic lighting state, we can use them to know what level of light a non-dynamic light turf should have once it gains dynamic light.
Also should free up some memory not storing these datums in maint. Corner datums only exist on a turf that has light cast upon it by the dynamic lighting system.
Lighting corners are now lazy inited and deleted. they should always (and only exist) if there is a light source shining on it within range (even if the turf has no dynamic lighting). This is needed to support turfs that become lighting enabled mid round. On the plus side, they will no longer be generated on full dark turfs.
* Fixes loading zlevels with static lighting.
* Actually this whole part is unnecessary now because change turf handles the change properly now.
* Correct
* Configuration datum refactor
* More WIP
* New easier on the eyes format
* More WIP
* Finished config.txt
* Fucktons more WIP
* The end of conversion draws near...
* Add all this shit
* Done converting entries finally
* Hunting down compile errors
* More WIP
* MORE CONVERSIONS
* More WIP
* More WIP
* Oh shit only 90 errors this time!
* IT COMPILES!!!
* Fixes world start runtimes
Rather then remove the light from all tiles, then re-add the light to all tiles, we just go thru each tile and diff the light level from the last value we added to it. (since this is tracked)
This cut the proc calls for updating lights in half.
Lighting objects now default to full brite rather then full dark so shuttles aren't as immersion breaking when they transit.
Made lighting more agressive about clearing empty lists.
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
* Revert "Lighting micro optimizations and fixes (#24939)"
This reverts commit 78bbbfe20a.
* vg refactor stage 1
* Fix runtime in get_turf_pixel
* fix lighting on turfs
* Fix certain things reading light levels wrong.
* Made SS faster/better by making it split its tick allotment up between it's 3 tasks
* istypeless loops @pjb3005
/proc/typed_loop 6.826 6.830 6.858 190761
/proc/typeless_loop 5.582 5.586 5.620 190435
* lazy init lists
This has the added benefit of making it more likely lighting moves when the person's tile glide has them at their new tile rather then before they get there.
* Ports paradise error handler, with in game runtime viewer!
* Changes to the old runtime error and removes inerror reference
* Oops
* Adds a wrapper for world.log so it displays both in the runtime diary and in DD window