Add lighting scene IDs to lighting system#295
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ryanhcode wants to merge 2 commits intoEngine-Room:1.21.1/devfrom
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Add lighting scene IDs to lighting system#295ryanhcode wants to merge 2 commits intoEngine-Room:1.21.1/devfrom
ryanhcode wants to merge 2 commits intoEngine-Room:1.21.1/devfrom
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Jozufozu
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Aug 30, 2025
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Jozufozu
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This all looks pretty clean to me, but we should have the Backend API to provide data for lighting scenes before this merges, though I'm open to being convinced otherwise
| bool _flw_chunkCoordToSectionIndex(ivec3 sectionPos, out uint index) { | ||
| bool _flw_chunkCoordToSectionIndex(uint sceneId, ivec3 sectionPos, out uint index) { | ||
| uint scene; | ||
| if (_flw_nextLut(0u, int(sceneId), scene) || scene == 0u) { |
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The cast to int here is a little spooky since the data really is a uint, but we'll realistically run out of memory before this causes issues.
Still, it could be good to have a copy of _flw_nextLut that takes a uint index
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We probably need to expose the scene ID/embedding ID here
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Yeah, before the merge getting the API for interacting with scenes in would be a good idea |
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This is a WIP PR for adding support for a top-level "lighting scene ID" layer to the lighting LUT and API's regarding it, with the goal of allowing for sub-levels and similar use-cases to operate with Flywheel lighting.