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>
This commit is contained in:
@@ -12,6 +12,7 @@ using Content.Shared.Atmos;
|
||||
using Content.Shared.Decals;
|
||||
using Content.Shared.Ghost;
|
||||
using Content.Shared.Gravity;
|
||||
using Content.Shared.Light.Components;
|
||||
using Content.Shared.Parallax.Biomes;
|
||||
using Content.Shared.Parallax.Biomes.Layers;
|
||||
using Content.Shared.Parallax.Biomes.Markers;
|
||||
@@ -330,6 +331,9 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
||||
|
||||
while (biomes.MoveNext(out var biome))
|
||||
{
|
||||
if (biome.LifeStage < ComponentLifeStage.Running)
|
||||
continue;
|
||||
|
||||
_activeChunks.Add(biome, _tilePool.Get());
|
||||
_markerChunks.GetOrNew(biome);
|
||||
}
|
||||
@@ -379,6 +383,10 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
||||
|
||||
while (loadBiomes.MoveNext(out var gridUid, out var biome, out var grid))
|
||||
{
|
||||
// If not MapInit don't run it.
|
||||
if (biome.LifeStage < ComponentLifeStage.Running)
|
||||
continue;
|
||||
|
||||
if (!biome.Enabled)
|
||||
continue;
|
||||
|
||||
@@ -745,7 +753,10 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
||||
}
|
||||
|
||||
if (modified.Count == 0)
|
||||
{
|
||||
component.ModifiedTiles.Remove(chunk);
|
||||
_tilePool.Return(modified);
|
||||
}
|
||||
|
||||
component.PendingMarkers.Remove(chunk);
|
||||
}
|
||||
@@ -1014,11 +1025,14 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
||||
// Midday: #E6CB8B
|
||||
// Moonlight: #2b3143
|
||||
// Lava: #A34931
|
||||
|
||||
var light = EnsureComp<MapLightComponent>(mapUid);
|
||||
light.AmbientLightColor = mapLight ?? Color.FromHex("#D8B059");
|
||||
Dirty(mapUid, light, metadata);
|
||||
|
||||
EnsureComp<RoofComponent>(mapUid);
|
||||
|
||||
EnsureComp<LightCycleComponent>(mapUid);
|
||||
|
||||
var moles = new float[Atmospherics.AdjustedNumberOfGases];
|
||||
moles[(int) Gas.Oxygen] = 21.824779f;
|
||||
moles[(int) Gas.Nitrogen] = 82.10312f;
|
||||
|
||||
Reference in New Issue
Block a user