Fixes weird pipe/vent/cable rendering under glass and catwalk floors (#91454)

## About The Pull Request

Changes some logic in underfloor object and atmos component rendering to
make them look nicer when visible, but not accessible under floors. Also
changes how catwalks get rendered to improve their visuals when opened.

Before:


![image](https://github.com/user-attachments/assets/217070c6-3df7-4a25-8e83-557601f87d36)

After:


![image](https://github.com/user-attachments/assets/e568176f-c116-4a30-8212-6c6b879ed847)

## Why It's Good For The Game

Makes pipes look less shit. The rendering curse reigns eternal.

## Changelog
🆑
fix: Fixed vents and pipes partially poking out from under glass and
catwalk floors
/🆑
This commit is contained in:
SmArtKar
2025-06-08 16:03:18 +00:00
committed by GitHub
parent 2a92d5ac77
commit 79fae4eda2
20 changed files with 72 additions and 42 deletions
@@ -98,7 +98,7 @@
continue
if(object.invisibility >= INVISIBILITY_ABSTRACT) // Don't foam landmarks please
continue
if(turf_location.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(object, TRAIT_T_RAY_VISIBLE))
if(HAS_TRAIT(object, TRAIT_UNDERFLOOR))
continue
if (HAS_TRAIT(loc, TRAIT_ELEVATED_TURF) && !HAS_TRAIT(object, TRAIT_ELEVATING_OBJECT))
continue // Do expose tables, don't expose items on tables
@@ -376,7 +376,7 @@
continue
if(thing.invisibility >= INVISIBILITY_ABSTRACT) // Don't smoke landmarks please
continue
if(location.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(thing, TRAIT_T_RAY_VISIBLE))
if(HAS_TRAIT(thing, TRAIT_UNDERFLOOR))
continue
reagents.expose(thing, SMOKE_MACHINE, fraction)