Add planet lighting (#32522)
* Implements a Dynamic Lighting System on maps. * Edit: the night should be a little bit brighter and blue now. * Major edit: everything must be done on the client side now, with certain datafield replicated. Changes were outlined in the salvage to accommodate the new lighting system. * Edit: The offset is now serverside, this makes the time accurate in all situations. * Removing ununsed import * Minor tweaks * Tweak in time precision * Minor tweak + Unused import removed * Edit: apparently RealTime is better for what I'm looking for * Fix: Now the time is calculated correctly. * Minor tweaks * Adds condition for when the light should be updated * Add planet lighting * she * close-ish * c * bittersweat * Fixes * Revert "Merge branch '22719' into 2024-09-29-planet-lighting" This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86. * Europa and day-night * weh * rooves working * Clean * Remove Europa * Fixes * fix * Update * Fix caves * Update for engine * Add sun shadows (planet lighting v2) For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish. * Documentation * a * Fixes * Move blur to an overlay * Slughands * Fixes * Remove v2 work * Finalise --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
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@@ -39,12 +39,12 @@ namespace Content.IntegrationTests.Tests
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{
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var mapGrid = mapManager.CreateGridEntity(mapId);
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xformSystem.SetWorldPosition(mapGrid, new Vector2(10, 10));
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mapSystem.SetTile(mapGrid, new Vector2i(0, 0), new Tile(1, (TileRenderFlag) 1, 255));
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mapSystem.SetTile(mapGrid, new Vector2i(0, 0), new Tile(typeId: 1, flags: 1, variant: 255));
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}
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{
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var mapGrid = mapManager.CreateGridEntity(mapId);
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xformSystem.SetWorldPosition(mapGrid, new Vector2(-8, -8));
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mapSystem.SetTile(mapGrid, new Vector2i(0, 0), new Tile(2, (TileRenderFlag) 1, 254));
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mapSystem.SetTile(mapGrid, new Vector2i(0, 0), new Tile(typeId: 2, flags: 1, variant: 254));
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}
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Assert.Multiple(() => mapLoader.SaveMap(mapId, mapPath));
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@@ -73,7 +73,7 @@ namespace Content.IntegrationTests.Tests
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Assert.Multiple(() =>
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{
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Assert.That(xformSystem.GetWorldPosition(gridXform), Is.EqualTo(new Vector2(10, 10)));
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Assert.That(mapSystem.GetTileRef(gridUid, mapGrid, new Vector2i(0, 0)).Tile, Is.EqualTo(new Tile(1, (TileRenderFlag) 1, 255)));
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Assert.That(mapSystem.GetTileRef(gridUid, mapGrid, new Vector2i(0, 0)).Tile, Is.EqualTo(new Tile(typeId: 1, flags: 1, variant: 255)));
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});
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}
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{
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@@ -87,7 +87,7 @@ namespace Content.IntegrationTests.Tests
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Assert.Multiple(() =>
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{
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Assert.That(xformSystem.GetWorldPosition(gridXform), Is.EqualTo(new Vector2(-8, -8)));
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Assert.That(mapSystem.GetTileRef(gridUid, mapGrid, new Vector2i(0, 0)).Tile, Is.EqualTo(new Tile(2, (TileRenderFlag) 1, 254)));
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Assert.That(mapSystem.GetTileRef(gridUid, mapGrid, new Vector2i(0, 0)).Tile, Is.EqualTo(new Tile(typeId: 2, flags: 1, variant: 254)));
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});
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}
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});
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