Added functionality to allow "Impostor" objects to have lights, and added lights to various Imposter objects.
We can now add lighting to Impostor objects. Added an additional parameter constructor for "ObjectLight" which takes in the "ParentId" of the Object that is the "parent: to the Impostor we want to add light to, as well as the varp that controls which Impostor is showing so we can check for updates.
Used this to add lighting effects to the "Making Friends with My Arm" fire pits.
Reasoning behind the chosen Light values for the fire pits :
- FIRE_OF_ETERNAL_LIGHT
- Decided to go with a large, weak(er) slow pulse for these lights, because they are meant to "light" the entire underground area they are in, I thought it made sense to give them a more subtle pulse effect and larger radius.
- The other pits I went with a flicker and a smaller size as it fits better (they aren't "lighting" and entire area, so more localized light emission seemed to make sense)
Testing : Tested locally, both on an account with the fire pits built and without. Also built a fire pit and confirmed lighting was added as soon as the Impostor changed.
Also added lighting to the Hallowed Sepulchre Portal Frames, as those are imposter objects as well.
this would be great functionality to have. just need to test it thoroughly before merging
Completely understand =) let me know if you have suggestions or questions about the implementation. I'm also running this build locally when I run the Sepulchre and haven't seen any abnormalities yet.
These lights have finally made it in to the plugin :tada: https://github.com/117HD/RLHD/commit/b6c44292a6dfc6b319f35654724a7f9bc628cd4d