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Restores "soft" darksight vision.
The previous client-side optimization made lighting overlays go fully opaque when it was dark, making it so species darksight didn't let you see anything. This fixes that by making a dark_soft icon state that has opacity matching the LIGHTING_SOFT_THRESHOLD.
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@@ -11,10 +11,11 @@
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#define LIGHTING_LAYER 10 // drawing layer for lighting overlays
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#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects
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#define LIGHTING_ICON_STATE_DARK "soft_dark" // Change between "soft_dark" and "dark" to swap soft darkvision
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#define LIGHTING_ROUND_VALUE (1 / 64) //Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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#define LIGHTING_ROUND_VALUE (1 / 64) // Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
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#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays.
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#define LIGHTING_SOFT_THRESHOLD 0.05 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state.
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// If I were you I'd leave this alone.
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#define LIGHTING_BASE_MATRIX \
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@@ -88,7 +88,7 @@
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icon_state = "transparent"
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color = null
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else if(!set_luminosity)
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icon_state = "dark"
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icon_state = LIGHTING_ICON_STATE_DARK
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color = null
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else
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icon_state = null
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