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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@@ -129,7 +129,7 @@ public abstract class SharedBiomeSystem : EntitySystem
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if (layer is not BiomeTileLayer tileLayer)
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continue;
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if (TryGetTile(indices, noiseCopy, tileLayer.Invert, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
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if (TryGetTile(indices, noiseCopy, tileLayer.Invert, tileLayer.Threshold, ProtoManager.Index(tileLayer.Tile), tileLayer.Flags, tileLayer.Variants, out tile))
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{
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return true;
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}
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@@ -142,7 +142,7 @@ public abstract class SharedBiomeSystem : EntitySystem
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/// <summary>
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/// Gets the underlying biome tile, ignoring any existing tile that may be there.
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/// </summary>
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private bool TryGetTile(Vector2i indices, FastNoiseLite noise, bool invert, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
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private bool TryGetTile(Vector2i indices, FastNoiseLite noise, bool invert, float threshold, ContentTileDefinition tileDef, byte tileFlags, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
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{
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var found = noise.GetNoise(indices.X, indices.Y);
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found = invert ? found * -1 : found;
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@@ -163,7 +163,7 @@ public abstract class SharedBiomeSystem : EntitySystem
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variant = _tile.PickVariant(tileDef, (int) variantValue);
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}
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tile = new Tile(tileDef.TileId, 0, variant);
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tile = new Tile(tileDef.TileId, flags: tileFlags, variant);
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return true;
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}
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