code/__DEFINES/lighting.dm
NO_LIGHT_SUPPORT | Object doesn't use any of the light systems. Should be changed to add a light source to the object. |
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COMPLEX_LIGHT | Light made with the lighting datums, applying a matrix. |
OVERLAY_LIGHT | Light made by masking the lighting darkness plane. |
OVERLAY_LIGHT_DIRECTIONAL | Light made by masking the lighting darkness plane, and is directional. |
LIGHT_ATTACHED | Is our overlay light source attached to another movable (its loc), meaning that the lighting component should go one level deeper. |
AREA_LIGHTING_NONE | Area is permanently black, cannot be lit ever. This shouldn't really be used, but is technically supported. |
AREA_LIGHTING_DYNAMIC | Area is lit by lighting_object and lighting_sources |
AREA_LIGHTING_STATIC | Area is lit by the area's base_lighting values. |
LIGHTING_INTERVAL | frequency, in 1/10ths of a second, of the lighting process |
LIGHTING_HEIGHT | height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone |
LIGHTING_ROUND_VALUE | Value used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. |
LIGHTING_ICON | icon used for lighting shading effects |
LIGHTING_SOFT_THRESHOLD | If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects. Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all. |
LIGHT_RANGE_FIRE | How many tiles standard fires glow. |
LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE | For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell. |
LIGHTING_TILE_IS_DARK | The amount of lumcount on a tile for it to be considered dark (used to determine reading and nyctophobia) |
EMISSIVE_BLOCK_GENERIC | Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all. |
EMISSIVE_BLOCK_UNIQUE | Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans. |
EMISSIVE_COLOR | The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with EM_BLOCK_COLOR. |
EM_BLOCK_COLOR | The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with EMISSIVE_COLOR. |
EMISSIVE_APPEARANCE_FLAGS | A set of appearance flags applied to all emissive and emissive blocker overlays. |
EM_MASK_MATRIX | The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of EMISSIVE_COLOR, and be independant of the RGB value of EM_BLOCK_COLOR. |
PARSE_LIGHT_COLOR | Parse the hexadecimal color into lumcounts of each perspective. |
LIGHTING_DEFAULT_FALLOFF_CURVE | The default falloff curve for all atoms. It's a magic number you should adjust until it looks good. |
LIGHTS_RANDOMLY_BROKEN | Include this to have lights randomly break on initialize. |
Define Details
AREA_LIGHTING_DYNAMIC
Area is lit by lighting_object and lighting_sources
AREA_LIGHTING_NONE
Area is permanently black, cannot be lit ever. This shouldn't really be used, but is technically supported.
AREA_LIGHTING_STATIC
Area is lit by the area's base_lighting values.
COMPLEX_LIGHT
Light made with the lighting datums, applying a matrix.
EMISSIVE_APPEARANCE_FLAGS
A set of appearance flags applied to all emissive and emissive blocker overlays.
EMISSIVE_BLOCK_GENERIC
Uses vis_overlays to leverage caching so that very few new items need to be made for the overlay. For anything that doesn't change outline or opaque area much or at all.
EMISSIVE_BLOCK_UNIQUE
Uses a dedicated render_target object to copy the entire appearance in real time to the blocking layer. For things that can change in appearance a lot from the base state, like humans.
EMISSIVE_COLOR
The color matrix applied to all emissive overlays. Should be solely dependent on alpha and not have RGB overlap with EM_BLOCK_COLOR.
EM_BLOCK_COLOR
The color matrix applied to all emissive blockers. Should be solely dependent on alpha and not have RGB overlap with EMISSIVE_COLOR.
EM_MASK_MATRIX
The color matrix used to mask out emissive blockers on the emissive plane. Alpha should default to zero, be solely dependent on the RGB value of EMISSIVE_COLOR, and be independant of the RGB value of EM_BLOCK_COLOR.
LIGHTING_DEFAULT_FALLOFF_CURVE
The default falloff curve for all atoms. It's a magic number you should adjust until it looks good.
LIGHTING_HEIGHT
height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
LIGHTING_ICON
icon used for lighting shading effects
LIGHTING_INTERVAL
frequency, in 1/10ths of a second, of the lighting process
LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
For lighting alpha, small amounts lead to big changes. even at 128 its hard to figure out what is dark and what is light, at 64 you almost can't even tell.
LIGHTING_ROUND_VALUE
Value used to round lumcounts, values smaller than 1/129 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
LIGHTING_SOFT_THRESHOLD
If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects. Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.
LIGHTING_TILE_IS_DARK
The amount of lumcount on a tile for it to be considered dark (used to determine reading and nyctophobia)
LIGHTS_RANDOMLY_BROKEN
Include this to have lights randomly break on initialize.
LIGHT_ATTACHED
Is our overlay light source attached to another movable (its loc), meaning that the lighting component should go one level deeper.
LIGHT_RANGE_FIRE
How many tiles standard fires glow.
NO_LIGHT_SUPPORT
Object doesn't use any of the light systems. Should be changed to add a light source to the object.
OVERLAY_LIGHT
Light made by masking the lighting darkness plane.
OVERLAY_LIGHT_DIRECTIONAL
Light made by masking the lighting darkness plane, and is directional.
PARSE_LIGHT_COLOR
Parse the hexadecimal color into lumcounts of each perspective.