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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
74 lines
3.8 KiB
Plaintext
74 lines
3.8 KiB
Plaintext
/// Produces a mutable appearance glued to the [EMISSIVE_PLANE] dyed to be the [EMISSIVE_COLOR].
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/proc/emissive_appearance(icon, icon_state = "", atom/offset_spokesman, layer = FLOAT_LAYER, alpha = 255, appearance_flags = NONE, offset_const)
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var/mutable_appearance/appearance = mutable_appearance(icon, icon_state, layer, offset_spokesman, EMISSIVE_PLANE, 255, appearance_flags | EMISSIVE_APPEARANCE_FLAGS, offset_const)
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if(alpha == 255)
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appearance.color = GLOB.emissive_color
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else
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var/alpha_ratio = alpha/255
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appearance.color = _EMISSIVE_COLOR(alpha_ratio)
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//Test to make sure emissives with broken or missing icon states are created
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// if(PERFORM_ALL_TESTS(focus_only/invalid_emissives))
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// if(icon_state && !icon_exists(icon, icon_state, scream = FALSE)) //Scream set to False so we can have a custom stack_trace
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// stack_trace("An emissive appearance was added with non-existant icon_state \"[icon_state]\" in [icon]!")
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return appearance
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// This is a semi hot proc, so we micro it. saves maybe 150ms
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// sorry :)
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/proc/fast_emissive_blocker(atom/make_blocker)
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var/mutable_appearance/blocker = new()
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blocker.icon = make_blocker.icon
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blocker.icon_state = make_blocker.icon_state
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// blocker.layer = FLOAT_LAYER // Implied, FLOAT_LAYER is default for appearances
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blocker.appearance_flags |= make_blocker.appearance_flags | EMISSIVE_APPEARANCE_FLAGS
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blocker.dir = make_blocker.dir
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if(make_blocker.alpha == 255)
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blocker.color = GLOB.em_block_color
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else
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var/alpha_ratio = make_blocker.alpha/255
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blocker.color = _EM_BLOCK_COLOR(alpha_ratio)
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// Note, we are ok with null turfs, that's not an error condition we'll just default to 0, the error would be
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// Not passing ANYTHING in, key difference
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SET_PLANE_EXPLICIT(blocker, EMISSIVE_PLANE, make_blocker)
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return blocker
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/// Produces a mutable appearance glued to the [EMISSIVE_PLANE] dyed to be the [EM_BLOCK_COLOR].
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/proc/emissive_blocker(icon, icon_state = "", atom/offset_spokesman, layer = FLOAT_LAYER, alpha = 255, appearance_flags = NONE, offset_const)
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var/mutable_appearance/appearance = mutable_appearance(icon, icon_state, layer, offset_spokesman, EMISSIVE_PLANE, alpha, appearance_flags | EMISSIVE_APPEARANCE_FLAGS, offset_const)
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if(alpha == 255)
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appearance.color = GLOB.em_block_color
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else
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var/alpha_ratio = alpha/255
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appearance.color = _EM_BLOCK_COLOR(alpha_ratio)
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return appearance
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/// Takes a non area atom and a threshold
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/// Makes it block emissive with any pixels with more alpha then that threshold, with the rest allowing the light to pass
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/// Returns a list of objects, automatically added to your vis_contents, that apply this effect
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/// QDEL them when appropriate
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/proc/partially_block_emissives(atom/make_blocker, alpha_to_leave)
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var/static/uid = 0
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uid++
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if(!make_blocker.render_target)
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make_blocker.render_target = "partial_emissive_block_[uid]"
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// First, we cut away a constant amount
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var/cut_away = (alpha_to_leave - 1) / 255
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var/atom/movable/render_step/color/alpha_threshold_down = new(null, make_blocker, list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,-cut_away))
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alpha_threshold_down.render_target = "*emissive_block_alpha_down_[uid]"
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// Then we multiply what remains by the amount we took away
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var/atom/movable/render_step/color/alpha_threshold_up = new(null, alpha_threshold_down, list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,alpha_to_leave, 0,0,0,0))
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alpha_threshold_up.render_target = "*emissive_block_alpha_up_[uid]"
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// Now we just feed that into an emissive blocker
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var/atom/movable/render_step/emissive_blocker/em_block = new(null, alpha_threshold_up)
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var/list/hand_back = list()
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hand_back += alpha_threshold_down
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hand_back += alpha_threshold_up
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hand_back += em_block
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// Cast to movable so we can use vis_contents. will work for turfs, but not for areas
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var/atom/movable/vis_cast = make_blocker
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vis_cast.vis_contents += hand_back
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return hand_back
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