From 98f32035d8dbd6b925700e9934652d03739f024b Mon Sep 17 00:00:00 2001 From: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Sat, 7 May 2022 14:59:41 -0700 Subject: [PATCH] Parallax but better: Smooth movement cleanup (#66567) * Alright, so I'm optimizing parallax code so I can justify making it do a bit more work To that end, lets make the checks it does each process event based. There's two. One is for a difference in view, which is an easy fix since I added a view setter like a year back now. The second is something planets do when you change your z level. This gets more complicated, because we're "owned" by a client. So the only real pattern we can use to hook into the client's mob's movement is something like connect_loc_behalf. So, I've made connect_mob_behalf. Fuck you. This saves a proc call and some redundant logic * Fixes random parallax stuttering Ok so this is kinda a weird one but hear me out. Parallax has this concept of "direction" that some areas use, mostly the shuttle transit ones. Set when you move into a new area. So of course it has a setter. If you pass it a direction that it doesn't already have, it'll start up the movement animation, and disable normal parallax for a bit to give it some time to get going. This var is typically set to 0. The problem is we were setting /area/space's direction to null in shuttle movement code, because of a forgotten proc arg. Null is of course different then 0, so this would trigger a halt in parallax processing. This causes a lot of strange stutters in parallax, mostly when you're moving between nearspace and space. It looks really bad, and I'm a bit suprised none noticed. I've fixed it, and added a default arg to the setter to prevent this class of issue in future. Things look a good bit nicer this way * Adds animation back to parallax Ok so like, I know this was removed and "none could tell" and whatever, and in fairness this animation method is a bit crummy. What we really want to do is eliminate "halts" and "jumps" in the parallax moveemnt. So it should be smooth. As it is on live now, this just isn't what happens, you get jumping between offsets. Looks frankly, horrible. Especially on the station. Just what I've done won't be enough however, because what we need to do is match our parallax scroll speed with our current glide speed. I need to figure out how to do this well, and I have a feeling it will involve some system of managing glide sources. Anyway for now the animation looks really nice for ghosts with default (high) settings, since they share the same delay. I've done some refactoring to how old animation code worked pre (4b04f9012d1763df625e9e4ae75e4cf4bd1f3771). Two major changes tho. First, instead of doing all the animate checks each time we loop over a layer, we only do the layer dependant ones. This saves a good bit of time. Second, we animate movement on absolute layers too. They're staying in the same position, but they still move on the screen, so we do the same gental leaning. This has a very nice visual effect. Oh and I cleaned up some of the code slightly. --- code/__DEFINES/dcs/signals/signals_client.dm | 4 + code/_onclick/hud/parallax.dm | 166 +++++++++++------- code/datums/components/connect_mob_behalf.dm | 59 +++++++ code/game/atoms.dm | 2 +- code/game/atoms_movable.dm | 10 +- code/game/objects/effects/anomalies.dm | 2 +- .../projectiles/projectile_effects.dm | 2 +- code/game/objects/items/storage/fancy.dm | 2 +- .../objects/structures/industrial_lift.dm | 1 - code/game/shuttle_engines.dm | 4 +- code/modules/art/statues.dm | 2 +- .../atmospherics/machinery/components/tank.dm | 2 +- code/modules/cargo/supplypod.dm | 2 +- code/modules/client/client_defines.dm | 11 +- code/modules/client/client_procs.dm | 1 + .../ruins/lavalandruin_code/surface.dm | 2 +- .../living/silicon/ai/freelook/cameranet.dm | 2 +- code/modules/shuttle/docking.dm | 2 +- code/modules/station_goals/bsa.dm | 2 +- tgstation.dme | 2 + 20 files changed, 197 insertions(+), 83 deletions(-) create mode 100644 code/__DEFINES/dcs/signals/signals_client.dm create mode 100644 code/datums/components/connect_mob_behalf.dm diff --git a/code/__DEFINES/dcs/signals/signals_client.dm b/code/__DEFINES/dcs/signals/signals_client.dm new file mode 100644 index 00000000000..2d12cb9de88 --- /dev/null +++ b/code/__DEFINES/dcs/signals/signals_client.dm @@ -0,0 +1,4 @@ +// Yes, they do support this + +// from /client/proc/change_view() : (new_size) +#define COMSIG_VIEW_SET "view_set" diff --git a/code/_onclick/hud/parallax.dm b/code/_onclick/hud/parallax.dm index 5274972a183..11316c3a77c 100755 --- a/code/_onclick/hud/parallax.dm +++ b/code/_onclick/hud/parallax.dm @@ -7,12 +7,12 @@ if(!length(C.parallax_layers_cached)) C.parallax_layers_cached = list() - C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_1(null, C.view) - C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_2(null, C.view) - C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/planet(null, C.view) + C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_1(null, screenmob) + C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_2(null, screenmob) + C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/planet(null, screenmob) if(SSparallax.random_layer) - C.parallax_layers_cached += new SSparallax.random_layer - C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_3(null, C.view) + C.parallax_layers_cached += new SSparallax.random_layer(null, screenmob) + C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_3(null, screenmob) C.parallax_layers = C.parallax_layers_cached.Copy() @@ -53,33 +53,36 @@ return FALSE var/client/C = screenmob.client + // Default to HIGH + var/parallax_selection = PARALLAX_HIGH if(C.prefs) - var/pref = C.prefs.read_preference(/datum/preference/choiced/parallax) - if (isnull(pref)) - pref = PARALLAX_HIGH - switch(pref) - if (PARALLAX_INSANE) - C.parallax_throttle = FALSE - C.parallax_layers_max = 5 - return TRUE + parallax_selection = C.prefs.read_preference(/datum/preference/choiced/parallax) + if (!parallax_selection) + parallax_selection = PARALLAX_HIGH - if (PARALLAX_MED) - C.parallax_throttle = PARALLAX_DELAY_MED - C.parallax_layers_max = 3 - return TRUE + switch(parallax_selection) + if (PARALLAX_INSANE) + C.parallax_layers_max = 5 + C.do_parallax_animations = TRUE + return TRUE - if (PARALLAX_LOW) - C.parallax_throttle = PARALLAX_DELAY_LOW - C.parallax_layers_max = 1 - return TRUE + if(PARALLAX_HIGH) + C.parallax_layers_max = 4 + C.do_parallax_animations = TRUE + return TRUE - if (PARALLAX_DISABLE) - return FALSE + if (PARALLAX_MED) + C.parallax_layers_max = 3 + C.do_parallax_animations = TRUE + return TRUE - //This is high parallax. - C.parallax_throttle = PARALLAX_DELAY_DEFAULT - C.parallax_layers_max = 4 - return TRUE + if (PARALLAX_LOW) + C.parallax_layers_max = 1 + C.do_parallax_animations = FALSE + return TRUE + + if (PARALLAX_DISABLE) + return FALSE /datum/hud/proc/update_parallax_pref(mob/viewmob) remove_parallax(viewmob) @@ -87,7 +90,7 @@ update_parallax(viewmob) // This sets which way the current shuttle is moving (returns true if the shuttle has stopped moving so the caller can append their animation) -/datum/hud/proc/set_parallax_movedir(new_parallax_movedir, skip_windups, mob/viewmob) +/datum/hud/proc/set_parallax_movedir(new_parallax_movedir = 0, skip_windups, mob/viewmob) . = FALSE var/mob/screenmob = viewmob || mymob var/client/C = screenmob.client @@ -171,19 +174,16 @@ var/turf/posobj = get_turf(C.eye) if(!posobj) return - var/area/areaobj = posobj.loc + var/area/areaobj = posobj.loc // Update the movement direction of the parallax if necessary (for shuttles) set_parallax_movedir(areaobj.parallax_movedir, FALSE, screenmob) - var/force + var/force = FALSE if(!C.previous_turf || (C.previous_turf.z != posobj.z)) C.previous_turf = posobj force = TRUE - if (!force && world.time < C.last_parallax_shift+C.parallax_throttle) - return - //Doing it this way prevents parallax layers from "jumping" when you change Z-Levels. var/offset_x = posobj.x - C.previous_turf.x var/offset_y = posobj.y - C.previous_turf.y @@ -191,33 +191,48 @@ if(!offset_x && !offset_y && !force) return - var/last_delay = world.time - C.last_parallax_shift - last_delay = min(last_delay, C.parallax_throttle) + var/glide_rate = round(world.icon_size / screenmob.glide_size * world.tick_lag, world.tick_lag) C.previous_turf = posobj - C.last_parallax_shift = world.time + + var/largest_change = max(abs(offset_x), abs(offset_y)) + var/max_allowed_dist = (glide_rate / world.tick_lag) + 1 + // If we aren't already moving/don't allow parallax, have made some movement, and that movement was smaller then our "glide" size, animate + var/run_parralax = (C.do_parallax_animations && glide_rate && !areaobj.parallax_movedir && C.dont_animate_parallax <= world.time && largest_change <= max_allowed_dist) for(var/atom/movable/screen/parallax_layer/parallax_layer as anything in C.parallax_layers) - parallax_layer.update_status(screenmob) - if (parallax_layer.view_sized != C.view) - parallax_layer.update_o(C.view) - + var/our_speed = parallax_layer.speed + var/change_x + var/change_y if(parallax_layer.absolute) - parallax_layer.offset_x = -(posobj.x - SSparallax.planet_x_offset) * parallax_layer.speed - parallax_layer.offset_y = -(posobj.y - SSparallax.planet_y_offset) * parallax_layer.speed + // We use change here so the typically large absolute objects (just lavaland for now) don't jitter so much + change_x = (posobj.x - SSparallax.planet_x_offset) * our_speed + parallax_layer.offset_x + change_y = (posobj.y - SSparallax.planet_y_offset) * our_speed + parallax_layer.offset_y else - parallax_layer.offset_x -= offset_x * parallax_layer.speed - parallax_layer.offset_y -= offset_y * parallax_layer.speed + change_x = offset_x * our_speed + change_y = offset_y * our_speed - if(parallax_layer.offset_x > 240) + // This is how we tile parralax sprites + // It doesn't use change because we really don't want to animate this + if(parallax_layer.offset_x - change_x > 240) parallax_layer.offset_x -= 480 - if(parallax_layer.offset_x < -240) + else if(parallax_layer.offset_x - change_x < -240) parallax_layer.offset_x += 480 - if(parallax_layer.offset_y > 240) + if(parallax_layer.offset_y - change_y > 240) parallax_layer.offset_y -= 480 - if(parallax_layer.offset_y < -240) + else if(parallax_layer.offset_y - change_y < -240) parallax_layer.offset_y += 480 - parallax_layer.screen_loc = "CENTER-7:[round(parallax_layer.offset_x,1)],CENTER-7:[round(parallax_layer.offset_y,1)]" + // Now that we have our offsets, let's do our positioning + parallax_layer.offset_x -= change_x + parallax_layer.offset_y -= change_y + + parallax_layer.screen_loc = "CENTER-7:[round(parallax_layer.offset_x, 1)],CENTER-7:[round(parallax_layer.offset_y, 1)]" + + // We're going to use a transform to "glide" that last movement out, so it looks nicer + // Don't do any animates if we're not actually moving enough distance yeah? thanks lad + if(run_parralax && (largest_change * our_speed > 1)) + parallax_layer.transform = matrix(1,0,change_x, 0,1,change_y) + animate(parallax_layer, transform=matrix(), time = glide_rate) /atom/movable/proc/update_parallax_contents() for(var/mob/client_mob as anything in client_mobs_in_contents) @@ -229,6 +244,8 @@ var/area/areaobj = get_area(client.eye) hud_used.set_parallax_movedir(areaobj.parallax_movedir, TRUE) +// We need parallax to always pass its args down into initialize, so we immediate init it +INITIALIZE_IMMEDIATE(/atom/movable/screen/parallax_layer) /atom/movable/screen/parallax_layer icon = 'icons/effects/parallax.dmi' var/speed = 1 @@ -241,20 +258,31 @@ screen_loc = "CENTER-7,CENTER-7" mouse_opacity = MOUSE_OPACITY_TRANSPARENT - -/atom/movable/screen/parallax_layer/Initialize(mapload, view) +/atom/movable/screen/parallax_layer/Initialize(mapload, mob/owner) . = ..() - if (!view) - view = world.view + var/client/boss = owner?.client + if(!boss) // If this typepath all starts to harddel your culprit is likely this + return INITIALIZE_HINT_QDEL + + // I do not want to know bestie + var/view = boss.view || world.view update_o(view) + RegisterSignal(boss, COMSIG_VIEW_SET, .proc/on_view_change) + +/atom/movable/screen/parallax_layer/proc/on_view_change(datum/source, new_size) + SIGNAL_HANDLER + update_o(new_size) /atom/movable/screen/parallax_layer/proc/update_o(view) if (!view) view = world.view + var/static/parallax_scaler = world.icon_size / 480 + + // Turn the view size into a grid of correctly scaled overlays var/list/viewscales = getviewsize(view) - var/countx = CEILING((viewscales[1]/2)/(480/world.icon_size), 1)+1 - var/county = CEILING((viewscales[2]/2)/(480/world.icon_size), 1)+1 + var/countx = CEILING((viewscales[1] / 2) * parallax_scaler, 1) + 1 + var/county = CEILING((viewscales[2] / 2) * parallax_scaler, 1) + 1 var/list/new_overlays = new for(var/x in -countx to countx) for(var/y in -county to county) @@ -267,9 +295,6 @@ add_overlay(new_overlays) view_sized = view -/atom/movable/screen/parallax_layer/proc/update_status(mob/M) - return - /atom/movable/screen/parallax_layer/layer_1 icon_state = "layer1" speed = 0.6 @@ -293,7 +318,7 @@ /atom/movable/screen/parallax_layer/random/space_gas icon_state = "space_gas" -/atom/movable/screen/parallax_layer/random/space_gas/Initialize(mapload, view) +/atom/movable/screen/parallax_layer/random/space_gas/Initialize(mapload, mob/owner) . = ..() src.add_atom_colour(SSparallax.random_parallax_color, ADMIN_COLOUR_PRIORITY) @@ -307,9 +332,26 @@ speed = 3 layer = 30 -/atom/movable/screen/parallax_layer/planet/update_status(mob/M) - var/client/C = M.client - var/turf/posobj = get_turf(C.eye) +/atom/movable/screen/parallax_layer/planet/Initialize(mapload, mob/owner) + . = ..() + if(!owner?.client) + return + var/static/list/connections = list( + COMSIG_MOVABLE_Z_CHANGED = .proc/on_z_change, + COMSIG_MOB_LOGOUT = .proc/on_mob_logout, + ) + AddComponent(/datum/component/connect_mob_behalf, owner.client, connections) + on_z_change(owner) + +/atom/movable/screen/parallax_layer/planet/proc/on_mob_logout(mob/source) + SIGNAL_HANDLER + var/client/boss = source.canon_client + on_z_change(boss.mob) + +/atom/movable/screen/parallax_layer/planet/proc/on_z_change(mob/source) + SIGNAL_HANDLER + var/client/boss = source.client + var/turf/posobj = get_turf(boss?.eye) if(!posobj) return invisibility = is_station_level(posobj.z) ? 0 : INVISIBILITY_ABSTRACT diff --git a/code/datums/components/connect_mob_behalf.dm b/code/datums/components/connect_mob_behalf.dm new file mode 100644 index 00000000000..8991dd67f81 --- /dev/null +++ b/code/datums/components/connect_mob_behalf.dm @@ -0,0 +1,59 @@ +/// This component behaves similar to connect_loc_behalf, but working off clients and mobs instead of loc +/// To be clear, we hook into a signal on a tracked client's mob +/// We retain the ability to react to that signal on a seperate listener, which makes this quite powerful +/datum/component/connect_mob_behalf + dupe_mode = COMPONENT_DUPE_UNIQUE + + /// An assoc list of signal -> procpath to register to the mob our client "owns" + var/list/connections + /// The master client we're working with + var/client/tracked + /// The mob we're currently tracking + var/mob/tracked_mob + +/datum/component/connect_mob_behalf/Initialize(client/tracked, list/connections) + . = ..() + if (!istype(tracked)) + return COMPONENT_INCOMPATIBLE + src.connections = connections + src.tracked = tracked + +/datum/component/connect_mob_behalf/RegisterWithParent() + RegisterSignal(tracked, COMSIG_PARENT_QDELETING, .proc/handle_tracked_qdel) + update_signals() + +/datum/component/connect_mob_behalf/UnregisterFromParent() + unregister_signals() + UnregisterSignal(tracked, COMSIG_PARENT_QDELETING) + + tracked = null + tracked_mob = null + +/datum/component/connect_mob_behalf/proc/handle_tracked_qdel() + SIGNAL_HANDLER + qdel(src) + +/datum/component/connect_mob_behalf/proc/update_signals() + unregister_signals() + // Yes this is a runtime silencer + // We could be in a position where logout is sent to two things, one thing intercepts it, then deletes the client's new mob + // It's rare, and the same check in connect_loc_behalf is more fruitful, but it's still worth doing + if(QDELETED(tracked?.mob)) + return + tracked_mob = tracked.mob + RegisterSignal(tracked_mob, COMSIG_MOB_LOGOUT, .proc/on_logout) + for (var/signal in connections) + parent.RegisterSignal(tracked_mob, signal, connections[signal]) + +/datum/component/connect_mob_behalf/proc/unregister_signals() + if(isnull(tracked_mob)) + return + + parent.UnregisterSignal(tracked_mob, connections) + UnregisterSignal(tracked_mob, COMSIG_MOB_LOGOUT) + + tracked_mob = null + +/datum/component/connect_mob_behalf/proc/on_logout(mob/source) + SIGNAL_HANDLER + update_signals() diff --git a/code/game/atoms.dm b/code/game/atoms.dm index 41d6e9fc8cb..2d19e21b559 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -7,7 +7,7 @@ /atom layer = TURF_LAYER plane = GAME_PLANE - appearance_flags = TILE_BOUND + appearance_flags = TILE_BOUND|LONG_GLIDE /// pass_flags that we are. If any of this matches a pass_flag on a moving thing, by default, we let them through. var/pass_flags_self = NONE diff --git a/code/game/atoms_movable.dm b/code/game/atoms_movable.dm index 3c2e3e437c6..01fe8e7399f 100644 --- a/code/game/atoms_movable.dm +++ b/code/game/atoms_movable.dm @@ -1,7 +1,7 @@ /atom/movable layer = OBJ_LAYER glide_size = 8 - appearance_flags = TILE_BOUND|PIXEL_SCALE + appearance_flags = TILE_BOUND|PIXEL_SCALE|LONG_GLIDE ///how many times a this movable had movement procs called on it since Moved() was last called var/move_stacks = 0 @@ -427,7 +427,6 @@ if(!only_pulling && pulledby && moving_diagonally != FIRST_DIAG_STEP && (get_dist(src, pulledby) > 1 || z != pulledby.z)) //separated from our puller and not in the middle of a diagonal move. pulledby.stop_pulling() - /atom/movable/proc/set_glide_size(target = 8) SEND_SIGNAL(src, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, target) glide_size = target @@ -590,6 +589,8 @@ setDir(first_step_dir) else if (!inertia_moving) newtonian_move(direct) + if(client_mobs_in_contents) // We're done moving, update our parallax now + update_parallax_contents() moving_diagonally = 0 return @@ -656,7 +657,10 @@ if (!inertia_moving) newtonian_move(movement_dir) - if (client_mobs_in_contents) + // If we ain't moving diagonally right now, update our parallax + // We don't do this all the time because diag movements should trigger one call to this, not two + // Waste of cpu time, and it fucks the animate + if (!moving_diagonally && client_mobs_in_contents) update_parallax_contents() move_stacks-- diff --git a/code/game/objects/effects/anomalies.dm b/code/game/objects/effects/anomalies.dm index f1e3dd3ba8d..914f855d012 100644 --- a/code/game/objects/effects/anomalies.dm +++ b/code/game/objects/effects/anomalies.dm @@ -100,7 +100,7 @@ /atom/movable/warp_effect plane = GRAVITY_PULSE_PLANE - appearance_flags = PIXEL_SCALE // no tile bound so you can see it around corners and so + appearance_flags = PIXEL_SCALE|LONG_GLIDE // no tile bound so you can see it around corners and so icon = 'icons/effects/light_overlays/light_352.dmi' icon_state = "light" pixel_x = -176 diff --git a/code/game/objects/effects/temporary_visuals/projectiles/projectile_effects.dm b/code/game/objects/effects/temporary_visuals/projectiles/projectile_effects.dm index cc48a4ee741..2c132105f11 100644 --- a/code/game/objects/effects/temporary_visuals/projectiles/projectile_effects.dm +++ b/code/game/objects/effects/temporary_visuals/projectiles/projectile_effects.dm @@ -6,7 +6,7 @@ plane = GAME_PLANE_FOV_HIDDEN anchored = TRUE mouse_opacity = MOUSE_OPACITY_TRANSPARENT - appearance_flags = 0 + appearance_flags = LONG_GLIDE /obj/effect/projectile/singularity_pull() return diff --git a/code/game/objects/items/storage/fancy.dm b/code/game/objects/items/storage/fancy.dm index 065ccddd67a..bdc8d1b461c 100644 --- a/code/game/objects/items/storage/fancy.dm +++ b/code/game/objects/items/storage/fancy.dm @@ -81,7 +81,7 @@ base_icon_state = "donutbox" spawn_type = /obj/item/food/donut/plain is_open = TRUE - appearance_flags = KEEP_TOGETHER + appearance_flags = KEEP_TOGETHER|LONG_GLIDE custom_premium_price = PAYCHECK_COMMAND * 1.75 contents_tag = "donut" diff --git a/code/game/objects/structures/industrial_lift.dm b/code/game/objects/structures/industrial_lift.dm index e16dc7e93c7..2209e12dfe9 100644 --- a/code/game/objects/structures/industrial_lift.dm +++ b/code/game/objects/structures/industrial_lift.dm @@ -304,7 +304,6 @@ GLOBAL_LIST_EMPTY(lifts) //if going EAST, will turn to the NORTHEAST or SOUTHEAST and throw the ran over guy away var/datum/callback/land_slam = new(collided, /mob/living/.proc/tram_slam_land) collided.throw_at(throw_target, 200, 4, callback = land_slam) - set_glide_size(gliding_amount) forceMove(destination) for(var/atom/movable/thing as anything in things_to_move) diff --git a/code/game/shuttle_engines.dm b/code/game/shuttle_engines.dm index c77a09c3805..4ddf62bfdd8 100644 --- a/code/game/shuttle_engines.dm +++ b/code/game/shuttle_engines.dm @@ -149,7 +149,7 @@ desc = "A very large bluespace engine used to propel very large ships." bound_width = 64 bound_height = 64 - appearance_flags = 0 + appearance_flags = LONG_GLIDE /obj/structure/shuttle/engine/large/in_wall name = "in-wall engine" @@ -166,7 +166,7 @@ desc = "An extremely large bluespace engine used to propel extremely large ships." bound_width = 96 bound_height = 96 - appearance_flags = 0 + appearance_flags = LONG_GLIDE /obj/structure/shuttle/engine/huge/in_wall name = "in-wall engine" diff --git a/code/modules/art/statues.dm b/code/modules/art/statues.dm index 717afa28a08..241e598ae8a 100644 --- a/code/modules/art/statues.dm +++ b/code/modules/art/statues.dm @@ -507,7 +507,7 @@ Moving interrupts name = "custom statue" icon_state = "base" obj_flags = CAN_BE_HIT | UNIQUE_RENAME - appearance_flags = TILE_BOUND | PIXEL_SCALE | KEEP_TOGETHER //Added keep together in case targets has weird layering + appearance_flags = TILE_BOUND | PIXEL_SCALE | KEEP_TOGETHER | LONG_GLIDE //Added keep together in case targets has weird layering material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS /// primary statue overlay var/mutable_appearance/content_ma diff --git a/code/modules/atmospherics/machinery/components/tank.dm b/code/modules/atmospherics/machinery/components/tank.dm index ac3ebde272c..803453d6e06 100644 --- a/code/modules/atmospherics/machinery/components/tank.dm +++ b/code/modules/atmospherics/machinery/components/tank.dm @@ -23,7 +23,7 @@ smoothing_flags = SMOOTH_CORNERS | SMOOTH_OBJ smoothing_groups = list(SMOOTH_GROUP_GAS_TANK) canSmoothWith = list(SMOOTH_GROUP_GAS_TANK) - appearance_flags = KEEP_TOGETHER + appearance_flags = KEEP_TOGETHER|LONG_GLIDE greyscale_config = /datum/greyscale_config/stationary_canister greyscale_colors = "#ffffff" diff --git a/code/modules/cargo/supplypod.dm b/code/modules/cargo/supplypod.dm index 5bccdd57844..411a8e3d55d 100644 --- a/code/modules/cargo/supplypod.dm +++ b/code/modules/cargo/supplypod.dm @@ -15,7 +15,7 @@ anchored = TRUE //So it cant slide around after landing anchorable = FALSE flags_1 = PREVENT_CONTENTS_EXPLOSION_1 - appearance_flags = KEEP_TOGETHER | PIXEL_SCALE + appearance_flags = KEEP_TOGETHER | PIXEL_SCALE | LONG_GLIDE density = FALSE divable = FALSE ///List of bitflags for supply pods, see: code\__DEFINES\obj_flags.dm diff --git a/code/modules/client/client_defines.dm b/code/modules/client/client_defines.dm index 10a9a51eb5c..d2e0a3086d4 100644 --- a/code/modules/client/client_defines.dm +++ b/code/modules/client/client_defines.dm @@ -198,13 +198,16 @@ var/turf/previous_turf ///world.time of when we can state animate()ing parallax again var/dont_animate_parallax - ///world.time of last parallax update - var/last_parallax_shift - ///ds between parallax updates - var/parallax_throttle = 0 + /// Direction our current area wants to move parallax var/parallax_movedir = 0 + /// How many parallax layers to show our client var/parallax_layers_max = 4 + /// Timer for the area directional animation var/parallax_animate_timer + /// Do we want to do parallax animations at all? + /// Exists to prevent laptop fires + var/do_parallax_animations = TRUE + ///Are we locking our movement input? var/movement_locked = FALSE diff --git a/code/modules/client/client_procs.dm b/code/modules/client/client_procs.dm index db159537b3e..09791ee3114 100644 --- a/code/modules/client/client_procs.dm +++ b/code/modules/client/client_procs.dm @@ -1030,6 +1030,7 @@ GLOBAL_LIST_INIT(blacklisted_builds, list( CRASH("change_view called without argument.") view = new_size + SEND_SIGNAL(src, COMSIG_VIEW_SET, new_size) mob.hud_used.screentip_text.update_view() apply_clickcatcher() mob.reload_fullscreen() diff --git a/code/modules/mapfluff/ruins/lavalandruin_code/surface.dm b/code/modules/mapfluff/ruins/lavalandruin_code/surface.dm index ca0a90639da..85ee4a15366 100644 --- a/code/modules/mapfluff/ruins/lavalandruin_code/surface.dm +++ b/code/modules/mapfluff/ruins/lavalandruin_code/surface.dm @@ -12,7 +12,7 @@ icon = 'icons/obj/lavaland/dead_ratvar.dmi' icon_state = "dead_ratvar" flags_1 = ON_BORDER_1 - appearance_flags = 0 + appearance_flags = LONG_GLIDE layer = FLY_LAYER plane = ABOVE_GAME_PLANE anchored = TRUE diff --git a/code/modules/mob/living/silicon/ai/freelook/cameranet.dm b/code/modules/mob/living/silicon/ai/freelook/cameranet.dm index 5b8f9f57c2b..583c3225ef8 100644 --- a/code/modules/mob/living/silicon/ai/freelook/cameranet.dm +++ b/code/modules/mob/living/silicon/ai/freelook/cameranet.dm @@ -150,7 +150,7 @@ GLOBAL_DATUM_INIT(cameranet, /datum/cameranet, new) icon = null icon_state = null anchored = TRUE // should only appear in vis_contents, but to be safe - appearance_flags = RESET_TRANSFORM | TILE_BOUND + appearance_flags = RESET_TRANSFORM | TILE_BOUND | LONG_GLIDE // this combination makes the static block clicks to everything below it, // without appearing in the right-click menu for non-AI clients mouse_opacity = MOUSE_OPACITY_ICON diff --git a/code/modules/shuttle/docking.dm b/code/modules/shuttle/docking.dm index ec6f71917bd..13c8fe5410b 100644 --- a/code/modules/shuttle/docking.dm +++ b/code/modules/shuttle/docking.dm @@ -152,7 +152,7 @@ /obj/docking_port/mobile/proc/cleanup_runway(obj/docking_port/stationary/new_dock, list/old_turfs, list/new_turfs, list/areas_to_move, list/moved_atoms, rotation, movement_direction, area/underlying_old_area) - underlying_old_area.afterShuttleMove() + underlying_old_area.afterShuttleMove(0) // Parallax handling // This needs to be done before the atom after move diff --git a/code/modules/station_goals/bsa.dm b/code/modules/station_goals/bsa.dm index f77b8d78fc1..9b516865c3b 100644 --- a/code/modules/station_goals/bsa.dm +++ b/code/modules/station_goals/bsa.dm @@ -142,7 +142,7 @@ GLOBAL_VAR_INIT(bsa_unlock, FALSE) pixel_x = -192 bound_width = 352 bound_x = -192 - appearance_flags = NONE //Removes default TILE_BOUND + appearance_flags = LONG_GLIDE //Removes default TILE_BOUND /obj/machinery/bsa/full/wrench_act(mob/living/user, obj/item/I) return FALSE diff --git a/tgstation.dme b/tgstation.dme index dc8232e70dc..3e7045d59a9 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -206,6 +206,7 @@ #include "code\__DEFINES\dcs\signals\signals_bot.dm" #include "code\__DEFINES\dcs\signals\signals_changeling.dm" #include "code\__DEFINES\dcs\signals\signals_circuit.dm" +#include "code\__DEFINES\dcs\signals\signals_client.dm" #include "code\__DEFINES\dcs\signals\signals_clothing.dm" #include "code\__DEFINES\dcs\signals\signals_container.dm" #include "code\__DEFINES\dcs\signals\signals_customizable.dm" @@ -695,6 +696,7 @@ #include "code\datums\components\codeword_hearing.dm" #include "code\datums\components\combustible_flooder.dm" #include "code\datums\components\connect_containers.dm" +#include "code\datums\components\connect_mob_behalf.dm" #include "code\datums\components\connect_loc_behalf.dm" #include "code\datums\components\connect_range.dm" #include "code\datums\components\construction.dm"