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[19:55:23] <Yuv422> hey Malignant_Manor
[19:55:30] <Malignant_Manor> hi
[19:55:41] <Malignant_Manor> That lighting bug will probably be nasty to fix.
[19:56:14] <Yuv422> I haven't looked at that too closely yet
[19:56:44] <Yuv422> what is the issue?
[19:57:05] <Malignant_Manor> Light sources only draw globes if they are on the map.
[19:57:05] <Yuv422> is it just smooth lighting that has a problem?
[19:57:11] <Yuv422> ah
[19:57:14] <Yuv422> yes that one
[19:57:16] <Malignant_Manor> All lighting
[19:57:37] <Yuv422> I've been meaning to look at that
[19:57:46] <Yuv422> you're right. It's not an easy fix
[19:58:11] <Malignant_Manor> Increase the map and then blacking is screwed up.
[19:58:14] <Yuv422> we need to check more map
[19:58:24] <Malignant_Manor> and mouse cursor limits.
[19:58:27] <Yuv422> leave it with me
[19:58:41] <Yuv422> I'll see if we can get it in cleanly
[19:59:01] <Malignant_Manor> original style is horribly written if you change the map size
[19:59:19] <Yuv422> yeah
[19:59:30] <Yuv422> so we might be able to refactor a bit
[19:59:32] <Malignant_Manor> Did you see my earlier commit about in_town checks
[19:59:51] <Yuv422> I saw that you'd done something around that logic
[20:00:07] <Yuv422> excluding dungeons?
[20:00:37] <Malignant_Manor> It is about all the tiles we push back
[20:00:44] <Malignant_Manor> into the vector
[20:01:03] <Yuv422> ah
[20:01:07] <Malignant_Manor> we push every tile that is visible instead of ones 5 tiles away
[20:01:13] <Malignant_Manor> within 5 tiles
[20:01:21] <Yuv422> ritgh
[20:01:23] <Yuv422> right
[20:01:48] <Malignant_Manor> I didn't make a special case for original style so it checks distance 121 times.
[20:02:13] <Malignant_Manor> Of course, it would be best to not need the checks in the first place.
[20:02:23] <Yuv422> hmm that doesn't sound very efficient.
[20:03:33] <Malignant_Manor> It is horribly inefficent for large game sizes.400x400 in new style would be 625 checks for distance.
[20:04:36] <Malignant_Manor> So we really need to either not use the vector and get a rectangle around the player when the function is called or check distance before pushing back.
[20:05:44] <Malignant_Manor> x and y coordinates don't need saved if we check for distance first.
[20:05:51] <Yuv422> is the vector used for anything else?
[20:06:04] <Malignant_Manor> Only for in_town checks
[20:06:25] <Malignant_Manor> it was used for background sfx but it uses an obj vector now.
[20:08:17] <Malignant_Manor> I noticed that the original engine cheats with party member lighting. Solo mode will act as if the player is carrying the lit torch.
[20:09:31] <Malignant_Manor> Original style only needed one more tile on each side to be able to get the lighting drawn. Other styles needed 3 on each side.
[20:11:55] <Malignant_Manor> NPC lighting is not fixed by increased map size.
[20:12:21] <Malignant_Manor> The lighting cuts off two tiles before it should.
[20:25:09] <Yuv422> there are a few edge cases with the custom actor tiles
[20:25:45] <Yuv422> the musician tiles
[20:25:52] <Yuv422> for Iolo
[20:26:20] <Yuv422> and actor sleep/dead body object handling
[20:31:18] <Yuv422> I've got to go now
[20:31:20] <Yuv422> cya
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