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Big moody light update #37296
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Big moody light update #37296
Conversation
…CK I DELETED IT BY MISTAKE)
Could you show images/video of what these will look like so people can vote based on how they look? |
working on that right now |
Also, for the floor stuff, the lights would appear over player sprites if someone's walking over them wouldn't they? |
that's the way it is for everything moody light related, (just the lighting itself, not the actual sprites) i was working on a PR to fix this effect but hit a roadblock and got no results. if it's necessary i could try do it in this one |
there's no fix for that. and that's why I've mostly avoided giving moody lights to floor objects, bare very few exceptions. they very concept of moody lights is that an additive overlay is put on top of everything. You can't "cover" that light. It's the illusion of making things seem like they emit light, when in reality it's more akin to shining a flashlight above a piece of paper. to "fix" that, you'd have to invent something else entirely, that wouldn't be "moody lights" anymore. |
commented out the floor stuff for now since i suck at working with blend modes to mask things |
[content][sprites]
What this does
Adds moody lights to the following:
Vents, scrubbers, pipe meters,do not display nice as floor stuff with things over it, so just heaters and freezersCloses #36992.
Refactors the proc for adding moody lights so that it doesn't need to pass an icon file, instead checks one defined on the atom. Icon state has also now been made optional, with a choice to use one defined as a var on an atom or pass a custom one (defaults to the atom icon state if neither are provided)
Why it's good
lets people find more things in the dark, most importantly THE NUKE
How it was tested
viewing the items in game and interacting with them, including emagging crates and lockers
Changelog
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