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[MIRROR] Fix Transparent Floors Multi Z clipping [MDB IGNORE] (#10523)
* Fix Transparent Floors Multi Z clipping (#63878)
Fixes #63770 (Objects on Lower Z level appearing on top Z level when under glass tiles)
This fixes some MultiZ issues that were discovered after I made #62875 (566b9ee1d8). I never setup a new plane for the transparent turfs and because of this any objects, icons, or sprites that were offset from the boundary of the turf would make any bottom Z level stuff appear on the current Z level.
We want stuff to look normal.
* Fix Transparent Floors Multi Z clipping
Co-authored-by: Tim <timothymtorres@gmail.com>
This commit is contained in:
@@ -16,6 +16,8 @@
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#define GRAVITY_PULSE_RENDER_TARGET "*GRAVPULSE_RENDER_TARGET"
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#define OPENSPACE_LAYER 600 //Openspace layer over all
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#define TRANSPARENT_FLOOR_PLANE -10 //Transparent plane that shows openspace underneath the floor
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#define OPENSPACE_PLANE -9 //Openspace plane below all turfs
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#define OPENSPACE_BACKDROP_PLANE -8 //Black square just over openspace plane to guaranteed cover all in openspace turf
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@@ -50,6 +50,13 @@
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add_filter("second_stage_openspace", 2, drop_shadow_filter(color = "#04080FAA", size = -15))
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add_filter("third_stage_openspace", 3, drop_shadow_filter(color = "#04080FAA", size = -20))
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///For any transparent multi-z tiles we want to render
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/atom/movable/screen/plane_master/transparent
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name = "transparent plane master"
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plane = TRANSPARENT_FLOOR_PLANE
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appearance_flags = PLANE_MASTER
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render_relay_plane = RENDER_PLANE_GAME
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///Contains just the floor
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/atom/movable/screen/plane_master/floor
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name = "floor plane master"
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@@ -14,6 +14,8 @@
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our_turf.layer = OPENSPACE_LAYER
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if(is_openspace)
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our_turf.plane = OPENSPACE_PLANE
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else
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our_turf.plane = TRANSPARENT_FLOOR_PLANE
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RegisterSignal(target, COMSIG_TURF_MULTIZ_DEL, .proc/on_multiz_turf_del)
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RegisterSignal(target, COMSIG_TURF_MULTIZ_NEW, .proc/on_multiz_turf_new)
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