Files
RobustToolbox/Robust.Shared/Map/Components/MapLightComponent.cs
metalgearslothandGitHub ea1cc5e446 Planet lighting pre-reqs (#5490)
* Add another lookup overload

* Fix RenderInRenderTarget

See the linked issue for what happens.

* Also this one

* stuff

* Fix stencilling

* fixes

* mix blend

* fix

* blur fixes

* Tile flag

* Minor tweak

* Fixes

* Render state fixes

* Fixes

* Fix stupidity

* More state render bug fixes

* MapUid on overlay draw

* Remove blur comment

* Fixes

* Fixes

* Remove

* Engine vibe
2025-02-16 19:29:32 +11:00

23 lines
715 B
C#

using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.Map.Components;
/// <summary>
/// Controls per-map lighting values.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class MapLightComponent : Component
{
public static readonly Color DefaultColor = Color.FromSrgb(Color.Black);
/// <summary>
/// Ambient light. This is in linear-light, i.e. when providing a fixed colour, you must use Color.FromSrgb(Color.Black)!
/// </summary>
[DataField]
public Color AmbientLightColor = Color.FromSrgb(Color.Black);
}