Commit Graph

22 Commits

Author SHA1 Message Date
SkyratBot
0b65cc596b [MIRROR] Overlay lighting component (#469)
* Overlay lighting component (#52413)

Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑

* Overlay lighting component

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-23 20:17:12 +02:00
SkyratBot
72c69368b6 [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>
2020-08-19 04:48:14 +02:00
SkyratBot
ee324ab3c2 [MIRROR] Cleanup up all instances of using var/ definitions in proc parameters. (#240)
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)

* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.

* Cleanup up all instances of using var/ definitions in proc parameters.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-07 18:26:21 +01:00
SkyratBot
5fd8cb072e [MIRROR] Color standardization, vars moved, and signals (#194)
* Color standardization, vars moved, and signals (#52574)

    Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.

* Color standardization, vars moved, and signals

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-04 12:20:31 +02:00
L
52bf8a66f9 smooth 2020-07-16 11:14:05 -03:00
ShizCalev
254536072e [s] sanity checks vv_edit_var() values (#52255)
cl ShizCalev
fix: Added some sanity checking for varedit values.
/cl
* sanity checks vv_edit_var() values

* this should be an or

* one more fix
2020-07-16 10:20:41 +12:00
JJRcop
a1392847bd Remove ismovableatom macro (#9) 2020-02-17 15:03:16 +01:00
nemvar
c38a7a3bb5 Removes a bunch of var/ in procs (#46946)
* Removes a bunch of /var in procs

* reset this

* Why wasn't this already?
2019-10-10 04:20:27 -07:00
ShizCalev
324f4e0b6f Makes flashes, & flashbangs flash (#40357)
* Makes flashes & flashbangs flash

* cleanup / badminnery feature

* Added cameras
2018-09-20 23:46:44 -04:00
ShizCalev
392f4bd8e3 Bloodcult Stun Spell Tweaks (#40328)
* Cult Stun Spell Tweaks

Updated to use anti_magic_check instead of a nullrod check.

Corrected the stun message showing if the target is immune to the effect.

Added some visual effects (an actual red flash), and a "holy bubble" around the person if they're immune to the effect.

https://i.imgur.com/wd77s8w.gifv

Closes #40285

* Refactor, added mob_light helper
2018-09-19 10:30:49 -04:00
AnturK
61d2e5ffd0 Fixes light property vv (#39895) 2018-08-24 20:06:32 +03:00
ninjanomnom
d483ff3ef0 Regexes
`([^_\.])SendSignal\((.+?)\)` -> `\1SEND_SIGNAL(src, \2)`
`([\.\w]+?)\.SendSignal\((.+?)\)` -> `SEND_SIGNAL(\1, \2)`
2018-06-13 19:19:23 -04:00
Emmett Gaines
456cd10d94 Radiation rework and subsystem (#30909)
* radiation rework and subsystem

* moves a few things to initialize and adds radiation insulation

* adds a radiation contamination mechanic and makes requested changes

I'm terrified by the possibilities from this

* radiated objects give off light

and hopefuly contamination is balanced

* fixes runtimes and an mc crash kek

removed the lighting part of contaminated objects
attempted some more balancing

* Collectors output power in process() gradualy

And some more balancing tweaks

* Excludes a bunch of things from becoming radioactive

* Ready for testmerge balancing

* Inverse square law was swapped

* testmerge balancing

fixes the geiger counter
buffs collector power gen
nerfs sm radiation
slightly buffs rad insulation
nerfs rad damage (and its burn)
raised the minimum radiation

* disabling the radiation subsystem won't build up rad wave datums forever

* rewrites how mobs handle radiation

upgrades geiger counter functionality
and more balance tweaks

* cleans up stuff and removes debug message

* Slight contamination buff

* Major rad wave performance boost

Also improves rad insulation
Buffs contamination, again

* Fixes insulation runtime

More balance and performance tweaks

* fixes rad collectors not receiving power

* The final balance commit

Fixes a major bug causing radiation to underperform
More geiger counter changes that will be changed more to add sounds

* Monkey business

* Geiger counter sounds

* cleanup and move components to their own initialize

* Some code cleanup

And forgotten changes

* Cleans up some trailing returns

* Mapping changes
2017-10-13 10:22:00 -04:00
nicbn
77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
Cyberboss
72d0271f94 Normalizes how some lighting things GC 2017-04-17 13:15:39 -04:00
Kyle Spier-Swenson
c74f961abc Fixes lighting not updating opacity on atom delete (#25139) 2017-03-16 22:28:39 +01:00
Kyle Spier-Swenson
99002e25a3 Fixes lighting of pixel shifted objects and reverts the hacky memleak fix + other lighting fixes (#24963)
* 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
2017-03-14 19:27:23 +01:00
Cyberboss
78bbbfe20a Lighting micro optimizations and fixes (#24939)
* Lighting micro optimizations and fixes

* Cast it
2017-03-12 20:01:57 +01:00
Cyberboss
f21c65cb95 Fixes lighting runtimes 2017-03-06 18:58:36 -05:00
PJB3005
3c8b98a3aa 9/11 2017-02-08 15:07:58 +01:00
PJB3005
e2386a8bd8 Have some code 2017-01-17 22:54:05 +01:00
PJB3005
7356e80484 hey that should be everything except making it compile. 2017-01-17 22:08:27 +01:00