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Add planet lighting #32522

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metalgearsloth
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@metalgearsloth metalgearsloth commented Sep 29, 2024

Just up here to get help with some stuff still a while out.

Requires space-wizards/RobustToolbox#5490

image

🆑 DoutorWhite & metalgearsloth

  • add: Added planet lighting for indoor / outdoor areas.
  • add: Added day-night cycle functionality.

@Kadeo64
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Kadeo64 commented Sep 29, 2024

europa real??

@metalgearsloth
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image

Also did emissive tiles.

At the moment just needs code optimisation + pretty sure shuttles will be broken then it's gucci.

# Conflicts:
#	Content.Server/Parallax/BiomeSystem.cs
#	Content.Server/Salvage/SpawnSalvageMissionJob.cs
#	Resources/Prototypes/Procedural/salvage_mods.yml
This reverts commit 9f2785b, reversing
changes made to 19649c0.
@github-actions github-actions bot added the Changes: Map Changes: Might require knowledge of mapping. label Oct 5, 2024
@metalgearsloth metalgearsloth marked this pull request as ready for review October 13, 2024 08:34
@Peptide90
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Should roof tiles block weather too? I know weather is also a bool on the tile.

Downstream we made a weather blocking marker because it was less effort than having different variants of tiles. Merging roof and weather bool would cut down some but will still lead to duplicated tiles for indoor outdoor I think.

Unless there's a better way to do it like with an entity (like a pillar in the corner that smooths, so the only tell is the corners that they're a roof, and let people construct / deconstruct roofs then).

Was a pleasant surprise nontheless.

@DoutorWhite
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It's good to see this hasn't fallen into oblivion!

@metalgearsloth
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Downstream we made a weather blocking marker because it was less effort than having different variants of tiles. Merging roof and weather bool would cut down some but will still lead to duplicated tiles for indoor outdoor I think.

I've made roof a flag on tiles themselves though merging it with weather would be better for a separate PR to make cherry-picking easier I think. I still need to fix some planetmap stuff before we would start playtesting it upstream anyway.

@Peptide90
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Downstream we made a weather blocking marker because it was less effort than having different variants of tiles. Merging roof and weather bool would cut down some but will still lead to duplicated tiles for indoor outdoor I think.

I've made roof a flag on tiles themselves though merging it with weather would be better for a separate PR to make cherry-picking easier I think. I still need to fix some planetmap stuff before we would start playtesting it upstream anyway.

Nice. Preciate the work on it. Would applying the setroof component to entities work too? Just for more dynamic buildings and destruction I'd be leaning that way personally.

@rbertoche
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Very nice to see that code getting used after all!

@metalgearsloth
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Nice. Preciate the work on it. Would applying the setroof component to entities work too? Just for more dynamic buildings and destruction I'd be leaning that way personally.

I could probably remove queuedel from it and it would probably work and just make that a separate component. I can probably remove the lookups from the overlay too in lieu of solely relying on tiles.

@chromiumboy
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Will stations get day-night lighting too?

@metalgearsloth
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Will stations get day-night lighting too?

I mean we could do it but at the moment no.

@chromiumboy
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chromiumboy commented Oct 17, 2024

I mean we could do it but at the moment no.

Might need to have a maints discussion, since the dark of space is used to hide a lot of antag activity, but I think it would be neat to have the solar panels periodically get some actual sun :)

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Very cool

@SlamBamActionman SlamBamActionman added the S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. label Nov 14, 2024
@eoineoineoin eoineoineoin added P3: Standard Priority: Default priority for repository items. T: New Feature Type: New feature or content, or extending existing content D1: High Difficulty: Extensive codebase knowledge required. S: Needs Review Status: Requires additional reviews before being fully accepted A: Core Tech Area: Underlying core tech for the game and the Github repository. T: Visual Change Type: Deals with changes to art, sprites or other visuals in the game. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Nov 22, 2024
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A: Core Tech Area: Underlying core tech for the game and the Github repository. Changes: Map Changes: Might require knowledge of mapping. D1: High Difficulty: Extensive codebase knowledge required. P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted T: New Feature Type: New feature or content, or extending existing content T: Visual Change Type: Deals with changes to art, sprites or other visuals in the game.
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9 participants