BeeStation-Hornet
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[Port]Directional ligths + Opacity rework (And other stuff I've very likely forgot)
About The Pull Request
This PR Ports https://github.com/tgstation/tgstation/pull/54520 and partially https://github.com/tgstation/tgstation/pull/52881
This PR aims at adding in a new type for the lighting system, the directional one. It relies on the overlay lighting to create a directional effect while also adding a nice visual cone mask to make the effect feel really directional.
Also it implements a slight rework on opacity making it more comprehensible to work with (I think, see the Original PR for further details).
Why It's Good For The Game
It adds a nice effect and also gives more tools to coders to work with
Testing Photographs and Procedure
Screenshots&Videos
https://user-images.githubusercontent.com/75247747/182158473-a5afa435-5a39-4ad4-b606-0e291ed16797.mp4
Changelog
:cl: add: Added functional directional lighting. You can notice them with flashlights, hardsuit lamps, hardhats and the likes. code: Opacity has been reworked. It's a non-trivial cost for the lighting system with little to no gain. /:cl:
Now we just need those fuckin battery powered diffuse "glowstick" stick light flashlight combos that every hardware store seems to sell so we can still have a circle of light if we need it with the utility of a slightly longer cone light when we want it
Bacon tried to do this once and it didn't go well.
Bacon tried to do this once and it didn't go well.
I hope you're not referring to bacon's fancy lighting? Because that was a complex custom system with shadowcasting, which poses a lot of performance issues with BYOND's architecture. If you really mean directional lights, I'd be curious to see what happened for reference.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Yea, my system was an entirely different approach which failed due to limitations with rendering overlays. This doesn't have any fancy tricks for shadows, just either renders the entire light or nothing
I believe you all are remembering this, not bacon's system.
https://github.com/BeeStation/BeeStation-Hornet/pull/4765 https://github.com/BeeStation/BeeStation-Hornet/pull/5086
I believe you all are remembering this, not bacon's system.
No, "we all" are certainly thinking of bacon's fancy lighting https://github.com/BeeStation/BeeStation-Hornet/pull/3742
Also, overlay lighting itself has been redone later and is, to my knowledge, currently in the game https://github.com/BeeStation/BeeStation-Hornet/pull/5667 - that said, you might be right in that that's what @FortSumter might be referring to.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Will testmerge at highpop
This pull request has conflicts, please resolve those before we can evaluate the pull request.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Quite nice looking, performed fine at highpop.
Okay behaviour with borgs is a bit weird.
Lamp power 1 is super glitchy and changes sizes depending on the last power you had.
2 looks right but the headlamp offset moves
After that it just grows
The center still being 1 tile in front of you instead of the cone growing.
Some fixes and improvements to port
- https://github.com/tgstation/tgstation/pull/54614
- https://github.com/tgstation/tgstation/pull/57058
- https://github.com/tgstation/tgstation/pull/60218
- https://github.com/tgstation/tgstation/pull/60239
- https://github.com/tgstation/tgstation/pull/60336
- https://github.com/tgstation/tgstation/pull/60756
- https://github.com/tgstation/tgstation/pull/70250
- https://github.com/tgstation/tgstation/pull/70578
This pull request has conflicts, please resolve those before we can evaluate the pull request.