From c96d6d418083cfe16a532ddabcadc46d887f6727 Mon Sep 17 00:00:00 2001 From: VoiceInYourHead Date: Sat, 23 Dec 2023 19:14:04 +0300 Subject: [PATCH] hotfix --- code/__defines/lighting.dm | 6 +++--- code/game/area/areas.dm | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/code/__defines/lighting.dm b/code/__defines/lighting.dm index ba899c46..5e35bad8 100644 --- a/code/__defines/lighting.dm +++ b/code/__defines/lighting.dm @@ -6,11 +6,11 @@ #define END_FOR_DVIEW GLOB.dview_mob.loc = null #define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects -#define LIGHTING_ICON_STATE_DARK "soft_dark" // Change between "soft_dark" and "dark" to swap soft darkvision +#define LIGHTING_ICON_STATE_DARK "dark" // Change between "soft_dark" and "dark" to swap soft darkvision -#define LIGHTING_ROUND_VALUE (1 / 200) // Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. +#define LIGHTING_ROUND_VALUE (1 / 64) // Value used to round lumcounts, values smaller than 1/69 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY. -#define LIGHTING_SOFT_THRESHOLD 1e-6 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state. +#define LIGHTING_SOFT_THRESHOLD 0 // If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting overlays. This also should be the transparancy of the "soft_dark" icon state. #define LIGHTING_MULT_FACTOR 0.9 diff --git a/code/game/area/areas.dm b/code/game/area/areas.dm index bd284a0a..d4c09381 100644 --- a/code/game/area/areas.dm +++ b/code/game/area/areas.dm @@ -10,7 +10,7 @@ mouse_opacity = 2 ///Filters you can apply to the players screen when they enter a new area - var/screen_filter + var/screen_filter = /obj/screenfilter /area/New() icon_state = ""