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https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
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Fixes Turf Edge Blending (Because otherwise you'll all just deal with pink triangles and do nothing for a year.) (#4461)
* Fixes all the janky edge blending. * Sneaks a change in.
This commit is contained in:
@@ -874,7 +874,7 @@
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/turf/simulated/floor/outdoors/grass/heavy
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name = "heavy grass"
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icon_state = "grass-heavy0"
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edge_blending_priority = 4
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edge_blending_priority = 0
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initial_flooring = /decl/flooring/grass/heavy
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baseturfs = /turf/simulated/floor/outdoors/dirt
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grass_chance = 40
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@@ -887,6 +887,7 @@
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name = "heavy grass"
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desc = "A dense sheet of harvested turf used in interior decoration."
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outdoors = FALSE
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//=========Eris Plating==========\\
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// This is the light grey tiles with random geometric shapes extruded
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/decl/flooring/eris_plating
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@@ -2,14 +2,20 @@
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name = "dirt"
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desc = "Quite dirty!"
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icon_state = "dirt-dark"
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edge_blending_priority = 2
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edge_blending_priority = 0
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initial_flooring = /decl/flooring/outdoors/dirt
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baseturfs = /turf/baseturf_bottom
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/turf/simulated/floor/outdoors/dirt
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outdoors = FALSE
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/turf/simulated/floor/outdoors/dirtlight
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name = "dirt"
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desc = "Quite dirty!"
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icon_state = "dirt-light"
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edge_blending_priority = 2
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edge_blending_priority = 0
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initial_flooring = /decl/flooring/outdoors/dirt
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baseturfs = /turf/baseturf_bottom
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/turf/simulated/floor/outdoors/dirtlight
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outdoors = FALSE
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@@ -5,7 +5,6 @@ var/list/grass_types = list(
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/turf/simulated/floor/outdoors/grass
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name = "grass"
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icon_state = "grass"
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edge_blending_priority = 4
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initial_flooring = /decl/flooring/outdoors/grass
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baseturfs = /turf/simulated/floor/outdoors/dirt
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var/grass_chance = 20
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@@ -27,7 +26,6 @@ var/list/grass_types = list(
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name = "growth"
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icon_state = "grass_sif"
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initial_flooring = /decl/flooring/outdoors/grass/sif
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edge_blending_priority = 4
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grass_chance = 5
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var/tree_chance = 2
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@@ -59,12 +57,9 @@ var/list/grass_types = list(
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icon_state = "grass-dark"
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grass_chance = 80
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//tree_chance = 20
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edge_blending_priority = 5
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/turf/simulated/floor/outdoors/grass/sif/forest
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name = "thick growth"
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icon_state = "grass_sif_dark"
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edge_blending_priority = 5
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tree_chance = 10
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grass_chance = 0
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@@ -6,7 +6,7 @@
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gender = PLURAL // So it says "That's some lava." on examine.
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icon = 'icons/turf/outdoors.dmi'
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icon_state = "lava"
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edge_blending_priority = 4
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edge_blending_priority = 1
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light_range = 2
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light_power = 0.75
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light_color = LIGHT_COLOR_LAVA
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@@ -12,13 +12,11 @@
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/turf/simulated/floor/outdoors/mud
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name = "mud"
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icon_state = "mud_dark"
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edge_blending_priority = 3
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/turf/simulated/floor/outdoors/rocks
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name = "rocks"
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desc = "Hard as a rock."
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icon_state = "rock"
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edge_blending_priority = 1
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baseturfs = /turf/baseturf_bottom
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/turf/simulated/floor/outdoors/rocks/caves
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@@ -1,7 +1,7 @@
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/turf/simulated/floor/outdoors/snow
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name = "snow"
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icon_state = "snow"
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edge_blending_priority = 6
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edge_blending_priority = 1
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movement_cost = 2
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initial_flooring = /decl/flooring/snow
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baseturfs = /turf/simulated/floor/outdoors/dirt
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@@ -6,7 +6,6 @@
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icon_state = "seashallow" // So it shows up in the map editor as water.
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var/water_state = "water_shallow"
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var/under_state = "rock"
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edge_blending_priority = -1
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edge_icon_state = "water_shallow"
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movement_cost = 4
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outdoors = TRUE
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@@ -96,7 +95,6 @@
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desc = "A body of water. It seems quite deep."
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icon_state = "seadeep" // So it shows up in the map editor as water.
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under_state = "abyss"
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edge_blending_priority = -2
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movement_cost = 8
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depth = 2
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@@ -212,7 +210,6 @@ turf/simulated/floor/water/contaminated/Entered(atom/movable/AM, atom/oldloc)
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icon_state = "acid_shallow"
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var/acid_state = "acid_shallow"
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under_state = "rock"
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edge_blending_priority = 0
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movement_cost = 4
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depth = 4
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layer = WATER_FLOOR_LAYER
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@@ -313,7 +310,6 @@ turf/simulated/floor/water/contaminated/Entered(atom/movable/AM, atom/oldloc)
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desc = "A body of sickly green liquid. It emanates an acrid stench. It seems quite deep."
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icon_state = "acid_deep"
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under_state = "abyss"
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edge_blending_priority = -2
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movement_cost = 8
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depth = 5
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@@ -325,7 +321,6 @@ turf/simulated/floor/water/contaminated/Entered(atom/movable/AM, atom/oldloc)
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icon_state = "acidb_shallow"
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var/blood_state = "acidb_shallow"
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under_state = "rock"
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edge_blending_priority = -1
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movement_cost = 4
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layer = WATER_FLOOR_LAYER
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depth = 6
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@@ -411,6 +406,5 @@ turf/simulated/floor/water/contaminated/Entered(atom/movable/AM, atom/oldloc)
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desc = "A body of crimson fluid. It smells like pennies and gasoline. It seems quite deep."
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icon_state = "acidb_deep"
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under_state = "abyss"
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edge_blending_priority = -2
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movement_cost = 8
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depth = 7
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@@ -97,6 +97,7 @@
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icon_state = "asteroid"
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outdoors = 1
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base_icon_state = "asteroid"
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edge_blending_priority = 0
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baseturfs = /turf/simulated/mineral/floor/lavaland
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initial_flooring = /decl/flooring/outdoors/lavaland
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