## About The Pull Request
This PR adds an element, for now added to water turfs, that gives
passing movables an overlay to make them look immersed in that turf.
You can definitely see in the code what sort of stupid stuff I've had to
do to work around some of the flaws with the inbuilt features. Why?
Because I needed a (vis_contents) overlay that:
- can cover the entire width of the movable it's added to, whether it
has a 32 px icon, 64, 96 etc, plus some to be safe.
- doesn't look misplaced around movables with an icon larger than 32 px.
- can be animated, so it doesn't rotate or scale (or rather, do so but
in the opposite direction) with living mobs when resized, spinning or
lying down or standing up, despite the KEEP_TOGETHER appearance flag,
which ignores whether the overlay has the RESET_TRANSFORM flag.
- looks inset in the movable and doesn't spill into other movables of
the same plane (that's what happened with normal inset overlays without
the KEEP_TOGETHER flag)
- doesn't render above other movables covering the owner of the overlay.
If someone comes with a better and tested solution, go and tell I guess.
How visuals are handled by this engine still eludes me at times, but I
doubt planes would be a better solution to this.
The rest of the PR includes checks to make sure the overlay isn't added
to movables with planes lower/higher than
FLOOR_PLANE/ABOVE_ALL_MOB_PLANE, that are flying or being thrown, as
well as certain types such as effects.
## Why It's Good For The Game
Adding some literal immersion to the game, since movables and mobs look
like they're treading on water like Jesus right now. You can see a
couple screenshots by scrolling down a little.
## Changelog
🆑
image: walking on water will now immerse you in it... visually, at
least.
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
I have replaced the mouse opacity setting for bees and hivelord, its brood and legion skulls with a component that adds an almost (has to be 1 alpha to catch the click) invisible underlay to its target that doesn't block the entire turf.
The component prevents the underlay from shrinking or expanding above/below certain boundaries when the attached atom transform matrix is vv'd by an admin or if it's a mob being resized.
The component can be added to any atom, though there's no common signal for when objects are resized.