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Ports many improvements to lighting (directional lights) #20569
Ports many improvements to lighting (directional lights) #20569
Conversation
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pain |
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BeeStation tried porting this multiple times and had to revert each time because of various issues, did you look into these?
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Preternis buff |
The PR doesn't mention adding this so I think it was completely undocumented, I dont know if it was discussed at all at the time of adding but it seemed like stealth balancing stuff in a refactor pr. The PR linked has 3 TG PRs as "being ported", you're linking Bee. |
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For the issues, I have no way to check if flashlights break late into the round without seeing this as at least a testmerge. For the light in the corner, I remember this being an issue for some time on TG as well, but it's been fixed now. |
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I gotta figure out why replays won't respect it's alpha |
Document the changes in your pull request
Ports tgstation/tgstation#54520
Ports tgstation/tgstation#52881
Ports tgstation/tgstation#60239
Ports tgstation/tgstation#53239
Ports tgstation/tgstation#53816
Ports tgstation/tgstation#52393
This is refactoring many things about the lighting system (and opacity), which I did while trying to fix Ethereal lights (which I failed at doing- for some reason it seems to work until power goes to 2< like it's got some hardcap on and I can't figure out why that is the case). I thought I should throw this stuff up anyways because why not.
It removes an undocumented change in #17271 about some lights not contributing to lumcount, idk why that was added but if it's a problem I can re-add. I mostly just tried to get it to be as close to TG's as possible so future work on it wouldn't be as bad.
This also adds directional lights, I'm not sure if it's something that is wanted so for now I only added it to seclites. The support is there, so you can add it to wherever you want after idk I don't want to feature code.
Why is this good for the game?
Hopefully bringing lighting closer to TG's system will make future portings easier and allow Ethereals to finally work.
Testing
Spriting
Wiki Documentation
Changelog
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rscadd: Seclites now have directional lights- point them in the direction you want to see more of.
experimental: Ported over many refactors to lighting and opacity. Please report if you can walk or see through walls unintentionally.
/:cl: