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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@@ -1,9 +1,11 @@
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using Content.Shared.Atmos;
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using Content.Shared.Light.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Tools;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
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using Robust.Shared.Utility;
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@@ -118,4 +120,11 @@ namespace Content.Shared.Maps
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TileId = id;
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}
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}
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[Flags]
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public enum TileFlag : byte
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{
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None = 0,
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Roof = 1 << 0,
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}
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}
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