* 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>
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using Content.Shared.Maps;
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using Robust.Shared.Noise;
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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;
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namespace Content.Shared.Parallax.Biomes.Layers;
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[Serializable, NetSerializable]
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public sealed partial class BiomeTileLayer : IBiomeLayer
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{
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[DataField] public FastNoiseLite Noise { get; private set; } = new(0);
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/// <inheritdoc/>
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[DataField]
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public float Threshold { get; private set; } = 0.5f;
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/// <inheritdoc/>
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[DataField] public bool Invert { get; private set; } = false;
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/// <summary>
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/// Which tile variants to use for this layer. Uses all of the tile's variants if none specified
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/// </summary>
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[DataField]
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public List<byte>? Variants = null;
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[DataField(required: true)]
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public ProtoId<ContentTileDefinition> Tile = string.Empty;
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// TODO: Need some good engine solution to this, see FlagSerializer for what needs changing.
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/// <summary>
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/// Flags to set on the tile when placed.
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/// </summary>
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[DataField]
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public byte Flags = 0;
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}
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