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fancy lighting #4229
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fancy lighting #4229
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morrowwolf
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Aug 28, 2023
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Well, here we go.
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# About the pull request Reverts the flare buff that came alongside fancy lighting from 7 range to 5 <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Since the fancy lighting change, other factors have come in to play, most notably the rise in the flare gun, the increase in pouch storage and the buff to armour light, making controlling lighting incredibly easy just with 1, with them being infinitely more difficult to deal with than flashlights and a lot more accessible while being safer to use with other utility. I believe it is fair to revert the buff especially considering how bright flares are in real life, being more of a concentrated amount of light, not overpowering a military issue flashlight 10 fold without the cone effect to boot. With how considerable the nerf would be I doubt they will fall into the realm of uselessness, with them still being a great option for scouting ahead of what is visible and still being very easy to carry, just needing an additional flare or so for a room that would be lit up by one. # Testing Photographs and Procedure https://imgur.com/5VNOQrh <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: balance: Reverted flare range buff 7->5 tiles /:cl:
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…w start in transit to the ship, and return to their very own ert home (#5802) title pretty much actually uses the maps added back in #3546 the lazy templates are made entirely by ZephyrTFA on /tg/, predominantly in tgstation/tgstation#71785 🆑 ZephyrTFA, harryob add: framework for new ert stations ported from tgstation/tgstation#71785, by ZephyrTFA add: distress beacons now start in transit to the ship, and will return to their own home base. they can't keep going back and forth between the ship and their base /:cl: this pr also unfucks base lighting, because i apparently did that really bad in #4229 --------- Co-authored-by: Drathek <[email protected]>
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Labels
Feature
Feature coder badge
Mapping Approved
adds 500 new dict keys
Mapping
did you remember to save in tgm format?
Refactor
Make the code harder to read
Sprites
Remove the soul from the game.
Testmerge Candidate
we'll test this while you're asleep and the server has 10 players
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this was a long time coming
many thanks to:
tgstation/TerraGov-Marine-Corps#1964 for the lighting controller (A-lexa)
tgstation/TerraGov-Marine-Corps#4747 and tgstation/TerraGov-Marine-Corps#7263 for the lighting (TiviPlus)
tgstation/tgstation#54520 for the dir lighting component
tgstation/tgstation#75018 for the out of bounds fix in lighting
tgstation/TerraGov-Marine-Corps#6678 for the emissives (TiviPlus) (but this is still a
🆑 TiviPlus, A-lexa, SyncIt21, Azarak, harryob, MorrowWolf, Zonespace
add: shadows are now in the game, and light follows you.
/:cl: