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## About The Pull Request Changes light flicker to be an overlay instead of a rapid turning on/off of the light itself. It acts similar to a brownout and delayed restart of the light. The introduction of lights flickering when the powernet is hit by a bomb is a cool effect, but makes it very apparent the current flicker method's limitations. Rapid cycling of machinery on/off as fast as 0.5 seconds, spanning over dozens of lights at a time leads to the subsystem not being able to keep up with the lighting changes. It ultimately results in just a single broken looking change of lighting <details> <summary>Screenshots/Videos</summary> Before: https://github.com/user-attachments/assets/8237e72e-1edc-4423-b48b-8dd403ee3111 https://github.com/user-attachments/assets/f3a3d481-61fa-4fd9-b51c-3c1e080e129c After: https://github.com/user-attachments/assets/0fa2bbfd-4ca7-422a-8cd1-b6b738addb0f https://github.com/user-attachments/assets/8b8b10b9-912a-4476-9a11-985f79228500 </details> ## Why It's Good For The Game The powernet flicker effect looks better (and also now has an electrical sizzle sound) ## Changelog 🆑 LT3 code: Improved powernet light flickering /🆑