Plasmaman suits no longer have an in-depth system by which their
autoextinguisher can be replenished, but a simple one.
Plasmamen now combust in the same circumstances regular gasous plasma
will as defined in LINDA code.
- Moved Vox and Plasmamen special reagent handling to the Species datum
to avoid snowflaking in reagent code
- Removed the AUTOEXTINGUISH flag and turned it into a var to conserve
flags
- Adds Plasmaman EVA suit auto-extinguisher reloading. Eject the
depleted cartridges with an action button and fill them as you would a
fire extinguisher, then just slot them back into the suit.
- Fixes a bug where having NOBREATHE cured a Plasmaman of burning when
exposed to atmosphere.
- Fixes a bug where Plasmamen would burn in space or in totally-Plasma
environments. Inspired by /vg/station.
Oxygen is toxic to the Vox (as toxic as plasma).
Plasma healing plasmaman from swindly @
https://github.com/tgstation/tgstation/pull/24209
Plasmaman suit auto-extinguishing actually does something now.
Oxygen burns Plasmamen.
Ports Goon Lighting from /vg/station.
Summary -
This adds smooth edges to all lighting in order to increase the
aesthetic appeal of the lighting system.
It works by using a matrix to change the appearance of the lighting
overlay sprite, which has been changed to be a base for the matrix to
modify.
Ported from /vg/station with the help of @PJB3005. This lighting
system is a hybrid between Mloc's lighting rewrite and Tobba's
Goonlights.
Notable changes:
- Darksight now matters on mobs. The lighting overlays are not
alpha=255 when they are completely dark, meaning you can still see the
floor- assuming you can view the turf at all, because it retains the
luminousity setting.
- This means Tajaran have 100% night vision again as they are
intended to. Humans can see in a 3x3 square centered around
themselves.
- No, I'm not changing this, if it's even possible. This is how
BYOND's lighting is meant to work. If you have any complaints about
game balance, please feel free to make a pull request to change
see_in_dark values, which will be seperately evaluated.
- The lighting controller now runs at world.tick_lag, to emulate the
realtime function of StonedMC. So far with my testing, this hasn't
caused any noticable performance decreases- the lighting system is
obviously more expensive than our previous iteration, however, it's not
the next ZAS ;)
Technical Details:
- /atom/movable/lighting_overlay/proc/get_clamped_lum has been removed,
succeeded by /turf/proc/get_lumcount. They behave identically.
- Turf lighting is actually controlled by four "corner" datums, which
feed information into the overlay.
- The way opacity is factored into the system has changed. Anything
that doesn't use set_opacity is not going to work to block light.
- /area/lighting_use_dynamic has been renamed to
/area/dynamic_lighting, for consistency with /turf/dynamic_lighting.
- Lighting is no longer seperately initialized for away missions. It is
handled in ChangeTurf() as it should be.
Known & Unfixable issues:
- There is a 5-10 second delay from starting the round to the lights
turning on. Attribute it to "the powernet being spun up" if you would
like to- but it's actually just how long it takes the lighting system
to update every single turf on the map.
- When you walk with a light on you, the light will actually jump ahead
of you before you visually get to the tile. This is because of the
movement gliding on mobs, realtime lighting actually goes faster than
the glide takes to complete, so it appears that your lights are moving
faster than you.
Thank you krausy~
Animated Goonlights
This adds an animate() call to the update_overlays() proc. This makes it
so that any light changes will smoothly transition between the changes
instead of instantly changing their appearance.
Also fixes a few issues pointed out on Github.
Change lighting animation (turns out the old one totally breaks if you toggle a light quickly, whoopsies)
Kill LIGHTING_INSTANT_UPDATES
isturf