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:
Captain277
2022-09-30 18:34:05 -07:00
committed by GitHub
parent a228890d5d
commit 799ab578f1
8 changed files with 13 additions and 18 deletions

View File

@@ -874,7 +874,7 @@
/turf/simulated/floor/outdoors/grass/heavy
name = "heavy grass"
icon_state = "grass-heavy0"
edge_blending_priority = 4
edge_blending_priority = 0
initial_flooring = /decl/flooring/grass/heavy
baseturfs = /turf/simulated/floor/outdoors/dirt
grass_chance = 40
@@ -887,6 +887,7 @@
name = "heavy grass"
desc = "A dense sheet of harvested turf used in interior decoration."
outdoors = FALSE
//=========Eris Plating==========\\
// This is the light grey tiles with random geometric shapes extruded
/decl/flooring/eris_plating

View File

@@ -2,14 +2,20 @@
name = "dirt"
desc = "Quite dirty!"
icon_state = "dirt-dark"
edge_blending_priority = 2
edge_blending_priority = 0
initial_flooring = /decl/flooring/outdoors/dirt
baseturfs = /turf/baseturf_bottom
/turf/simulated/floor/outdoors/dirt
outdoors = FALSE
/turf/simulated/floor/outdoors/dirtlight
name = "dirt"
desc = "Quite dirty!"
icon_state = "dirt-light"
edge_blending_priority = 2
edge_blending_priority = 0
initial_flooring = /decl/flooring/outdoors/dirt
baseturfs = /turf/baseturf_bottom
/turf/simulated/floor/outdoors/dirtlight
outdoors = FALSE

View File

@@ -5,7 +5,6 @@ var/list/grass_types = list(
/turf/simulated/floor/outdoors/grass
name = "grass"
icon_state = "grass"
edge_blending_priority = 4
initial_flooring = /decl/flooring/outdoors/grass
baseturfs = /turf/simulated/floor/outdoors/dirt
var/grass_chance = 20
@@ -27,7 +26,6 @@ var/list/grass_types = list(
name = "growth"
icon_state = "grass_sif"
initial_flooring = /decl/flooring/outdoors/grass/sif
edge_blending_priority = 4
grass_chance = 5
var/tree_chance = 2
@@ -59,12 +57,9 @@ var/list/grass_types = list(
icon_state = "grass-dark"
grass_chance = 80
//tree_chance = 20
edge_blending_priority = 5
/turf/simulated/floor/outdoors/grass/sif/forest
name = "thick growth"
icon_state = "grass_sif_dark"
edge_blending_priority = 5
tree_chance = 10
grass_chance = 0

View File

@@ -6,7 +6,7 @@
gender = PLURAL // So it says "That's some lava." on examine.
icon = 'icons/turf/outdoors.dmi'
icon_state = "lava"
edge_blending_priority = 4
edge_blending_priority = 1
light_range = 2
light_power = 0.75
light_color = LIGHT_COLOR_LAVA

View File

@@ -12,13 +12,11 @@
/turf/simulated/floor/outdoors/mud
name = "mud"
icon_state = "mud_dark"
edge_blending_priority = 3
/turf/simulated/floor/outdoors/rocks
name = "rocks"
desc = "Hard as a rock."
icon_state = "rock"
edge_blending_priority = 1
baseturfs = /turf/baseturf_bottom
/turf/simulated/floor/outdoors/rocks/caves

View File

@@ -1,7 +1,7 @@
/turf/simulated/floor/outdoors/snow
name = "snow"
icon_state = "snow"
edge_blending_priority = 6
edge_blending_priority = 1
movement_cost = 2
initial_flooring = /decl/flooring/snow
baseturfs = /turf/simulated/floor/outdoors/dirt

View File

@@ -6,7 +6,6 @@
icon_state = "seashallow" // So it shows up in the map editor as water.
var/water_state = "water_shallow"
var/under_state = "rock"
edge_blending_priority = -1
edge_icon_state = "water_shallow"
movement_cost = 4
outdoors = TRUE
@@ -96,7 +95,6 @@
desc = "A body of water. It seems quite deep."
icon_state = "seadeep" // So it shows up in the map editor as water.
under_state = "abyss"
edge_blending_priority = -2
movement_cost = 8
depth = 2
@@ -212,7 +210,6 @@ turf/simulated/floor/water/contaminated/Entered(atom/movable/AM, atom/oldloc)
icon_state = "acid_shallow"
var/acid_state = "acid_shallow"
under_state = "rock"
edge_blending_priority = 0
movement_cost = 4
depth = 4
layer = WATER_FLOOR_LAYER
@@ -313,7 +310,6 @@ turf/simulated/floor/water/contaminated/Entered(atom/movable/AM, atom/oldloc)
desc = "A body of sickly green liquid. It emanates an acrid stench. It seems quite deep."
icon_state = "acid_deep"
under_state = "abyss"
edge_blending_priority = -2
movement_cost = 8
depth = 5
@@ -325,7 +321,6 @@ turf/simulated/floor/water/contaminated/Entered(atom/movable/AM, atom/oldloc)
icon_state = "acidb_shallow"
var/blood_state = "acidb_shallow"
under_state = "rock"
edge_blending_priority = -1
movement_cost = 4
layer = WATER_FLOOR_LAYER
depth = 6
@@ -411,6 +406,5 @@ turf/simulated/floor/water/contaminated/Entered(atom/movable/AM, atom/oldloc)
desc = "A body of crimson fluid. It smells like pennies and gasoline. It seems quite deep."
icon_state = "acidb_deep"
under_state = "abyss"
edge_blending_priority = -2
movement_cost = 8
depth = 7

View File

@@ -97,6 +97,7 @@
icon_state = "asteroid"
outdoors = 1
base_icon_state = "asteroid"
edge_blending_priority = 0
baseturfs = /turf/simulated/mineral/floor/lavaland
initial_flooring = /decl/flooring/outdoors/lavaland