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. |
LIGHT_EMERGENCY_POWER_USE | How much power emergency lights will consume per tick |
BROKEN_SPARKS_MIN | Min time for a spark to happen in a broken light |
BROKEN_SPARKS_MAX | Max time for a spark to happen in a broken light |
LIGHT_DRAIN_TIME | Amount of time that takes an ethereal to take energy from the lights |
LIGHT_POWER_GAIN | Amount of charge the ethereal gain after the drain |
LIGHT_REAGENT_CAPACITY | How many reagents the lights can hold |
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.
BROKEN_SPARKS_MAX 
Max time for a spark to happen in a broken light
BROKEN_SPARKS_MIN 
Min time for a spark to happen in a broken light
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_DRAIN_TIME 
Amount of time that takes an ethereal to take energy from the lights
LIGHT_EMERGENCY_POWER_USE 
How much power emergency lights will consume per tick
LIGHT_POWER_GAIN 
Amount of charge the ethereal gain after the drain
LIGHT_RANGE_FIRE 
How many tiles standard fires glow.
LIGHT_REAGENT_CAPACITY 
How many reagents the lights can hold
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.