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o #8
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o #8
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This involved a lot of pixel offsetting, some of which is mildly cursed. But it works. mobs always render properly, and windows are properly clickthrough
Recolored bamboo walls, adds bespoke bathroom walls, fixes diamond walls, and fixes a bug with cult walls
Fixes safe bug Co-authored-by: Capybara <[email protected]>
Low walls now have the correct pass flags
Adds grille functionality to wall frames
Fixes material airlock roundstart runtime.
FOR REAL THIS TIME Does what it says on the tin, adding adjusted overlays for the new intercoms, making the command intercoms visually distinctive as well and finally making the "receive" animation more unique! image This PR also fixes a bug caused by PR #166, which made compiling fail because they forgot to put two variables before adding the defines (lol). Closes Intercoms have drifted. also we need more of them #156 Why It's Good For The Game ONE STEP CLOSER
* add directionals for keycard auths * fix air alarm directions --------- Co-authored-by: tattle <[email protected]>
cables on window frames is a unique problem because the cables need to be occluded from both the grill, NOT occluded from the darkness under the grill, and occluded from the frame, or it looks garbage. now after adding an overlay for each of those I've done it.
Updates stable to latest master
…ut a better test map, etc) (#182) * Converts configs and such to toml, to match the latest cutter version This does break windows, so this shouldn't be merged just yet. I'm in the process of bullying action * whoops * Expands the cutter map file to include a start at all wall hangings, and as best as I can tell all doors I want to create a showcase of all of our sprite changes, so they can be evaluated easily, and so we can catch issues with missing directionals and such. This lets me do that. * Adds a new macro for wall mount directionals that actually uses the wallmount offsets This lets me ensure things appear in editor as they appear in game Also I'm using a MAP_SWITCH to pixel_y for editor cases (since STRONGDMM doesn't support pixel_z (CURSE YOU GO)) * Moves a whole bunch of stuff over to the wallmount defines, moves some things to the wallmount element This isn't everything, and not everything here looks good (see map file), but it's a start Also fixes a few minor pathing bugs, fuckin virus food man * Moves /mob's base pixel offset to the macro, ensuring it actually applies to all mobs There's some other weirdness going on here, but this is a start * Fixes a runtime with hidden walls, disables the light mask plane until I figure out how to implement it in a way that plays nice with splitvis * Fixes some airlock gag configs that were providing too much color * Fixes up a few walls that were rendering improperly. This isn't all of em, but it's a start * Removes some resolved todos * Aligns light glow overlays with the lights, preventing stupid * Adds all 4 angles for all doors to the cutter map * Makes the linter happy * Resolves a few warns * Removes sound_source.dm I uh, I was working on directional audio a few months ago, while also working on wallening This ended up here on accident. YaYEEET * comment * Reverts window sprite changes so the pr isn't hung on harrassing a poor independant furry
…ew other things Adds visual tests for each window subtype, to ensure everything looks how we want. Makes bronze windows actually render, we somehow missed that part. Wew. Fixes up some spawner types that were spawning in grills. This isn't fully done, but one step at a time Fixes turf/closed/invulnrable/fake_door not rendering (tho it doesn't render like a door fully, needs to be manually rotated. Fixes up broken windows to use the current system instead of the old one Fixes indestructible shuttle windows (I broke them in merge cause they confused me)
Adds window displays to the test map, fixes up bronze windows and a few other things
This was causing it to render without a plane master on the upper PM if you enabled limited rendering, which just looked like a black semi circle
* ability to rotate airlocks, and also the inability to walk through them the wrong way
Adds Hotel Doors, alongside splitvis overlay support Adds in Imaginos's hotel doors, alongside a little fire animation for their rim In order to facilitate adding in the animation without massively bloating DMI size (as has been done with plasma and hirophont walls), I've added a component that attaches an overlay to different exposed sides of a splitvis'd wall, based off a list of acceptable directions, following the rules of splitvis, including hidden plane stuff and such. This will be quite useful in future I imagine. I'm thinking about going back over plasma and hirophont walls to reduce their dmi sizes. Expands the keep_hitbox element to use render source/target This allows us to take in stride animations and overlays and such, shoring up the usefulness of the effect. Using this newfound capability, I am going to use it to implement Dracro's windoors. I've also solved the zfighting issues we were having with windows using the element.
* Partially fixes window smoothing We were using alt icon states improperly, leading to weird smoothing when a wall was directly below a window Things still look wrong mind, but now they're at least uniformly wrong
adds uncut low walls Co-authored-by: tattle <[email protected]>
add low walls to cutter map Co-authored-by: tattle <[email protected]>
* bulk of camera work * Implements camera offsetting, allows movables to decide how mounts render them * Offsets tables down and over to ensure good physical rendering * whoooop * Diamond overlays from bimmer Love you bimmer * Implements backend of directional opacity This exists to solve the "I can see through airlocks" problem. It's basically the same idea as splitvis, overlay darkness onto the "thing", and then overlay individual masks on the turfs around it, pixel shifted back to cover over it. There's a bunch of bullshit I had to do to make it work properly, like placing 2 hidden smoothing objects on the same turf to allow for wall/other hidden turf detection, etc. Oh also this contains actual proper directional opacity support, we support seeing only edges from the left/right but seeing the fleshy inside if you can see BOTH left and right. I am SO POWERFUL (this was done by using color matrix filters to ensure any pixels of white count as white in the mask and then overlaying 2 130 alpha BLEND_SUBTRACTS on the left/right side) Mildly overdesigned but it does in fact work I am so happy * Implements directional opacity on doors and plastic flaps * Moves from fire smoothing to frills There's no reason we couldn't have smoothed fires at this point, but the sprite load is too much to make it workable and it wouldn't be very interesting atm. So instead we draw frills overtop (I made them in gimp so it was quick) * Properly splits up firedoors, fixes a few small issues w em * Adds emissive blocker overlays for top states * few minor fixes * Implements proper offsets for showers/sinks/barsigns, renames a few procs * Adds color support to split_vis * Removes unused (and non functional) emissive frill plane * Cleans up window smoothing a tad, warn -> todo * Adds support to passing in a hitbox layer into render_over_keep_hitbox. It doesn't work as I'd like with tables for sidemap reasons, but that's a LATER PROBLEM * IDK what this warn in survival pods was for but I think it's fine * Fixes indestructible windows, comments extra info about weird indestructible walls * pacifies the linter a bit * fixed some errors
…wall-update-july-24
Updates to latest master, roughly. Undoes map changes, though we retain the scripts to automate them for immediately after this change
…orked so like....
…es wall_blackness to the walls subfolder
…for now and is better then the alternative
Also gives window frames passgrile and passwindow so voidwalkers can move through them (I can remove passwindow, don't think a lot of stuff uses it) Removes the smoothed frilles when windows are moved so the frills dont linger when theyre voidwalker nullspace'd And, as the title states, makes voidwalkers temp shatter work with window frames instead of grilles
… wall-workin-branch
removes testing proc bitmask smoothing Removes vestigal frill element Removes commented out windows (IDK why this is the way it is but it worked so like.... handles a bunch of todos, makes a start at appearance holo-walls, moves wall_blackness to the walls subfolder re-enables light-mask. it is not everything it could be but it works for now and is better then the alternative fixes turret control sprites, they had the wrong directionals Replaces the "layer below floors" toggle with a frill alpha preference
…walls-hopefully-last-master
Casual merge w master, only one 3 line conflict easy days
Fixes the tram components until the new sprites are ready.
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About The Pull Request
Why It's Good For The Game
Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl: