Lamp Bloom, Exposure and Glare
What Does This PR Do
Adapts https://github.com/TauCetiStation/TauCetiClassic/pull/11943
Requires DB update (at least, if no one tells me how to avoid it)
Adds new effects for lamps by adding bloom, exposure and glare. Everything may be toggled on or off. Admins even have Bloom Edit button in debug section to test different parameters (or to play with players)
Why It's Good For The Game
Beauty
Images of changes
https://youtu.be/KuCSgDfvQ3M
v2 https://youtu.be/1cOyj2OkLEA
Testing
A lot on my localhost
Changelog
:cl: add: Added togglable through preferences bloom, exposure and glare effects on lamps /:cl:
That looks amazing! Does it have any performance impact?
@meow20 I guess it does, but I haven't noticed any on my GTX 650 Ti :) And you can turn it off whenever you'd like
I believe that the glare could be better adjusted to the light's brightness. There's a few awkward scenarios such as the Paramedic's room where the light is somewhat dim but the glare cuts through it with a large brightness
This PR is an absolute beauty, I agree with Athri's concerns however, looks particularly awkward in darker rooms.
@Arthri I'll look into that after fixed tests
The "circadian rhythms" bull might be active and screwing up things a bit?
Now it's time to fix that brightness...
@Arthri, @SynthTwo, what will you say about this one? Changed glare logic a bit and tweaked lights https://youtu.be/1cOyj2OkLEA
Awesome work!
Looks better to me, also glad to hear that the lighting is also toggleable.
Glare now doesn't affect color of lamps and very subtle. Bloom-sprite of lamp is now semi-transparent.
Here are screenshots: Day Shift / Night Shift / Fire Alarm / Emergency Lights
Bar:

Medbay Reception:

Morgue:
Just to note, we still not resolved problems with lighting effects above objects. It can be noticeable if, for example, you have a tree or something else blocking the lamp. TG solved similar problems with emissive lighting/planes. Before we adapted some similar solution, our compromise was that we can live with it and just do some map fixes.
And we also dimmed our base light globally for better effect and replaced floors with more clean ones
If you interested
This pull request seems to be stale as there have been no changes in 14 days, please make changes within 7 days or the PR will be closed. If you believe this is a mistake, please inform a development team member on Discord.
2+ month... Sad
This pull request seems to be stale as there have been no changes in 14 days, please make changes within 7 days or the PR will be closed. If you believe this is a mistake, please inform a development team member on Discord.
I think I might rip the SQL changes from this PR into their own PR so this can be TM'd easier.
I'm done with current conversations (except that layers issue). Need reviews
sometring really works weird
UPD: turning on off Toggle New Lighting fixes that
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sometring really works weird
UPD: turning on off Toggle New Lighting fixes that
I've encountered this once and cleared byond cache after that issue. Since then haven't seen it again. Don't know what's causing this, but I'll look into the code for clues
Hm. Found out that this is how exposure renders when looked from the camera as well. Will fix
I've seen one runtime so far:
the wall lights don't update in all shuttles that rotate them (noticeable in the metastation emergency shuttle)
I've seen one runtime so far:
expanding on this.
The runtime is due to people spray painting lights, and it runtimes ALOT.
I've seen one runtime so far:
expanding on this. The runtime is due to people spray painting lights, and it runtimes ALOT.
Can you assume another reason of runtime? I'm spray painting lights but don't get those...
But I think I have some sort of a solution to this...
!merge_upstream
Merging upstream failed, see the action run log for details: https://github.com/ParadiseSS13/Paradise/actions/runs/9720633441
Some lights permanantly lose glare after being broken, and replaced by hand with a new light.
sometring really works weird
