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* Changes our map_format to SIDE_MAP (#70162) ## About The Pull Request This does nothing currently, but will allow me to test for layering issues on LIVE, rather then in just wallening. Oh also I'm packaging in a fix to one of my macros that I wrote wrong, as a joke [removes SEE_BLACKNESS usage, because we actually cannot use it effectively](c9a19dd7cc) [c9a19dd](c9a19dd7cc) Sidemap removes the ability to control it on a plane, so it basically just means there's an uncontrollable black slate even if you have other toggles set. This just like, removes that, since it's silly [fixes weird layering on solars and ai portraits. Pixel y was casuing things to render below who shouldn't](3885b9d9ed) [3885b9d](3885b9d9ed) [Fixes flicker issues](2defc0ad20) [2defc0a](2defc0ad20) Offsetting the vis_contents'd objects down physically, and then up visually resolves the confliciting that was going on between the text and its display. This resolves the existing reported flickering issues [fixes plated food not appearing in world](28a34c64f8) [28a34c6](28a34c64f8) pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just use pixel_z for this [Adds wall and upper wall plane masters](89fe2b4eb4) [89fe2b4](89fe2b4eb4) We use these + the floor and space planes to build a mask of all the visible turfs. Then we take that, stick it in a plane master, and mask the emissive plane with it. This solves the lighting fulldark screen object getting cut by emissives Shifts some planes around to match this new layering. Also ensures we only shift fullscreen objects if they don't object to it. [compresses plane master controllers](bd64cc196a) [bd64cc1](bd64cc196a) we don't use them for much rn, but we might in future so I'm keeping it as a convienince thing 🆑 refactor: The logic of how we well, render things has changed. Make an issue report if anything looks funky, particularly layers. PLEASE USE YOUR EYES /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Changes our map_format to SIDE_MAP * Modular! Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com>
26 lines
715 B
Plaintext
26 lines
715 B
Plaintext
//This file is just for the necessary /world definition
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//Try looking in game/world.dm
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/**
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* # World
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*
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* Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying. ~ Arthur C. Clarke
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*
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* The byond world object stores some basic byond level config, and has a few hub specific procs for managing hub visiblity
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*
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* The world /New() is the root of where a round itself begins
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*/
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/world
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mob = /mob/dead/new_player
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turf = /turf/open/space/basic
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area = /area/space
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view = "15x15"
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hub = "Exadv1.spacestation13"
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hub_password = "kMZy3U5jJHSiBQjr"
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name = "/tg/ Station 13"
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fps = 20
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map_format = SIDE_MAP
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#ifdef FIND_REF_NO_CHECK_TICK
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loop_checks = FALSE
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#endif
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