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WORKING Directional Lighting in 2024 #10474
WORKING Directional Lighting in 2024 #10474
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Correct me if I am wrong, but it looks like it is just off-setting the light source a few meters in front of where you are facing? |
oops lol |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
What's up with mineral scan pulse? |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
damn conflicts can't make up their mind and neither can I because of them |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
In the event this doesn't merge cleanly, ping for re-attempt please. I may be busy at the moment and unable to respond, but I can push the merge button even remotely if it's not currently conflicted |
Ports:
About The Pull Request
This ports the directional lighting system from Teegee. Its a recoup of #7418, and #8093
Essentially, this adds a cone in front of the lightsource, rather than a radius of light. This is meant to emulate lights like headlights or flashlights.
Radius-based light sources & directional light sources are defined by its MOVABLE_LIGHT define
TODO
Why It's Good For The Game
This is a direct upgrade of our lighting system.
As we tend towards projects like #10473, I think this is a good complement to what it is trying to achieve, which is why I am reviving this PR
Testing Photographs and Procedure
Screenshots&Videos
dreamseeker_ZkNp5kL7RA.mp4
Working Gunlights
dreamseeker_f6TSk2wbMx.mp4
Working Ethereals
Changelog
🆑 rkz, azarak, TemporalOroboros, Rohesie, Couls, ShizCalev, TastyFish
add: Adds directional lighting system in 2024!
add: adds directional lighting to cyborg lights, flashlights, and gunlights
refactor: refactors glow effects to be less terrible. Includes ethereal glow, and also the glowy/antiglowy mutation.
/:cl: