* Implements rgb2num, uses it to replace all our manual rgb reading. Redoes HSV management (#81182)
[Converts all manual extraction of rbg with rgb2num. It's just
better](https://github.com/tgstation/tgstation/commit/ae798eabd5aa94dd577169553905d3efd7a7136d)
[Yanks out old HSV management, replaces it with list
stuff](https://github.com/tgstation/tgstation/commit/4997e86051d6388e495524dccba1f3258a47bb48)
There's this old lummy era clunky code that passed HSV as text
We can now cleanly replace it with passing hsv as lists from a rgb2hsv
proc
So let's just do that.
Also, cleans up spraytan code (and ethereal lighting)
Code better
* Refactors fire overlays once again to make it not get stuck so often (#81367)
Maybe finally fixes#77701
A big reason why this kept happening is because fire uses standing
overlays. But fire isn't managed by mobs anymore. Meaning in some
situations, fire can cease to exist but the overlay can still be on the
mob. So it gets stuck.
So like, why use standing overlays anymore? We can just hook
`update_overlays` signal.
Isn't that neat.
🆑 Melbert
refactor: Fire effects get added to mobs in a different way now. Maybe
it will get stuck less. Report any oddities.
/🆑
* Fix Flaky Failure From Fire (#81399)
## About The Pull Request
Closes#81396 , Closes#81391 , Closes#81403, Closes#81402
I don't know why but I thought this proc was only called once, when the
mob entered the turf. That was silly.
And going back at it, I'm not entirely sure why I tied
`TRAIT_NO_EXTINGUISH` to the element anyways, rather than the lava like
it originally was.
While going back over this, I cleaned up the proc a bit.
## Changelog
Not necessary
* There we go?
* Bruh moment
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)
## 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
/🆑
* Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects)
* Update space.dm
* Update shuttles.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>